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Messages - SCREE

Pages: [1] 2 3 ... 9
1
Heads up the next post is a big one so I'll be able to give a better time frame when it's halfway done-ish

2
What happens if the middle of the carve is a non-open space, but open spaces are included in the area? Also, can we claim a tile that is not shown on the map, such as the tile one space to the left of column A?

Hmm. If you didn't know the open space was there I'd probably let you carve up to the open space and then correct any issues with incorrect resources (e.g unclaimed space to dungeon inventory). However, I think I'd still allow the full amount of personal influence claimed, because that seems more fun. So long as people don't exploit it.

You can absolutely claim tiles outside the map reference. Most of the map is a whole lot of nothing so I've been roughly limiting it to what you can immediately perceive from your influence squares for simplicities sake.

..Right, as it seems nobody has any issues with it, I'll edit the rabbit mutation into my turn. Actually, it looks like the earth essence got taken. I'll trade a Fate for an Earth Essence.
Also, when you feel like it SCREE, could we get an Essence Glossary update?
Sure, I'll try to have a corrected map and updated glossary (*woops, you know poison essence exists now xD) by tomorrow evening my time. No idea what happened to r J column either... A bit out of practice.

Mutating Creatures

TL:DR version - you must absorb something to the internal catalogue to mutate it:
Step 1. Absorb a Creature (if it's not in the Dungeon's knowledge yet.)
Step 2. Spawn a Creature
Step 3. Mutate the Creature
Step 4. See if you were successful in the next Turn Post.
Step 5. Automatic: as soon as you mutate a creature in any way, it becomes a Monster. The Monster Pattern immediately gets added to your personal inventory as something you now know how to spawn.

If you spawn a Monster, it will instinctually try to assist your goals and the Dungeon.

We'll go into monster behaviour more later once we have some running around. But you can set basic rules for them to follow, so to speak, depending on the intelligence of the creature it was created from (essence can also influence a creature's natural proclivities slightly. Grass has no concept of setting traps and lying in wait. However, infernal essence might grant Grass some basic malignance. Now your grass is ominous and that adventurer swore it wanted to eat him.)

You can only spawn Creatures that have been absorbed. When absorbed, you usually get some related essences natural to the creature.  So far, the grass and red mushroom have been absorbed.

The Dungeon stores all signatures of the Default version of Creatures in it's core. So you only need to help the Dungeon absorb a creature once to start spawning it. Note: there are variants of default signatures (e.g. Spellcaster goblin Vs brute goblin) but it's not really relevant yet. Just know every version would be stored so you could spawn that version.

The rabbit cannot be absorbed by the Dungeon as the creature's personal Aura is like a bubble around it, protecting it from direct contact with Dungeon/Personal Influence. Should the creature die, however, you will be able to absorb it to the Dungeon Core. All Default Creatures are available to be spawned by all as they are stored in the Dungeon Inventory, essentially. But all your personal creations are yours to trade, Horde, or release to the Dungeon Inventory. Once a personal Monster signature is added to the Dungeon Inventory, it cannot be removed.

The Dungeon can currently absorb flora and fauna.

3

Question: the prize at stake in the ongoing auction is only the maiden voyage, right? There's not, like, a noble title or whatever on the line?
Given how stable prices appear to be, the added value of a maiden voyage isn't all that significant. I don't want to question the Crown's judgement, but I don't feel incentivised to outbid Happy Crab as is.

Only the maiden voyage. However there will be an additional lucrative option made available because of it. Whoever wins the Queen's bid will have a headstart :)

4
Yep absolutely an error, I moved the map from my map making software to my image editing a stage too early and then didn't want to lose momentum on posting. A bit out of practice after the break, it'll update next turn (might try to sneak a fix out today however).

5
Snerkel the Renovator
Is it possible to "Carve" locations that do not appear to be made of rock, such as the spaces around my current personal space?

Shoot, sorry for missing this. You can't carve open space and have to use personal Influence to gain control over it. So carving somewhere else and using untapped influence to get multiple squares is the best way to go.

I know that messes up your turns(and maybe last turn too?) If that's the case feel free to take 2 turns this turn to make up for it

6
Forum Games and Roleplaying / Re: Gnome Town [Turn 10]
« on: August 05, 2023, 06:12:13 am »
Re-assign Mud Gatherer's hut to Gnomes.

to... to a Hut for Gathering Gnomes?

7
Forum Games and Roleplaying / Re: Gnome Town [Turn 10]
« on: August 04, 2023, 06:45:59 pm »
The Gnome's eyes grow wide as you pull on his beard. It comes off in a flurry of wire and cloth, his whole face coming off with it! You peer at the bulbous warty nose and pinprick eyes set in a moss green face. A troll! A troll! Fast as a bolt he bounces around like a ping-pong and springs off into the forest, as trolls are known to do. Spritely things.

In it's place you see a small shoddy box, slightly squished and a bit soggy on the bottom. In large red letters the following words are scrawled, "Do Noot Openz!"

Resources:
     9 / 25 Food [-6]
     6 / 25 Mud [ +3 - 3 ]
     7 / 10 Bricks [+3]
     1x Box, kinda

Workers:
2 / 3 Workers
    0x Layabout Laborer
    1x Gatherer - Mud
    1/2 x Forager - Food (1x Sick)
    0x Crafter - Bricks

Buildings:
     3x Mud Hut
     1x Gatherer's Hut - Food Storage
     1x Gatherer's Hut - Mud Storage

Do one thing:
>[] Forage for Food
>[] Gather Mud

>[] Craft: Mud Brick (requires:1 Mud)

>[] Build Hut (requires: 5 Mud Bricks)
>[] Build Gatherer's Hut (requires: 5 Mud Bricks)
>[] Build Wise Man's Hut - unlocks research (requires: 10 Mud Bricks)

>[] Assign Gatherer's Hut (Food / Mud / Bricks)

>[]Assign Worker: Forage Food / Gathering Mud / Crafting Brick
>[]Re-assign Worker: Forage Food / Gathering Mud / Crafting Brick

Also Do this Thing, for free:
>[] Open the Box
>[] Do not Open the Box, Darn It!

8
Turn 12
╚═━┈┈━═╝

End of Winter Year 1
TURNTURNTURN

Hear ye Hear ye! The Crazy Aywen returned to port today with another strange tale. At the halfway point home, they spied the fleet of fellow trading ships, some way off, heading to Northland. They noticed two of the three ships languidly veering off course, but they dared not venture nearer to find out which vessels were afflicted. Prices for Preserved Meats continue to plummet as loose lipped sailors have accidentally inspired a rumour that, following the bad batch of food poisoning mid season, the Meats themselves may be cursed.

The Audacious Crustaceous coasts into port as usual and begins unloading. It seems her sailors are pretty confident on how to dodge the storms. They speak among themselves about leaving early to catch the best winds. It is hard to say if this is superstition or not.

Meanwhile, the Lead Catfish limps along behind. Despite clearly haven taken some damage, the crew seem cheerful. They say they just caught the tail end and dodged the worst of it. After unloading, the crew head to the tavern to celebrate the fact they all still have their lives.

Meanwhile, there has been a slight uptick in the price of sand as curated sand gardens have become a peaceful pastime among both the rich and poor. Who knows if the fad shall continue. Tempers in the Capitol have soothed slightly as people adjust to the new measures the Queen has put n place for the lumber shortages. It is surely a stop gap measure, however, and the Town Crier is regularly advertising the Queen's Missive.


Prices
Sand - 0.47 Sovereigns per Unit [+0.02]
Preserved Meats - 0.96 Sovereigns per Unit [-0.02]

Ship - 11 Sovereigns per Ship [carries 10 units], sanctioned by order of the Queen for the foreseeable future.

Warehouse - 1 Sovereign / turn for 20 units storage space.

Sacred Animals roaming Free - Ridiculous!
All is quiet in the Capitol.  The Snow White Dove will not be seen again until Late Spring Year 3.

Ships & Voyages
The Glowing Manta Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.
The Audacious Crustaceous is docked with a cargo of Sand.
The Crazy Aywen is docked with a cargo of Preserved Meats.
The Lead Catfish has sustained minor damage and requires 1.6 sovereigns to fully repair or 0.6 Sovereigns to remain seaworthy. It is docked with a cargo of 10 Sand. It can be sent back out this turn (current destination NearEastland).
The Dizzy Pike Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.
The Sea Whaler Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.

Destinations from the Capitol
NearEastland - It takes 2 Turns to travel here. Ships return with Sand. (Public Charts)
Northland - It takes 3 Turns to travel here. Ships return with Preserved Meats. (Exclusive Charts owned by NRC)

Ports
The Great and Regal Capitol!! Hear Hear!!




Mechanics
Bidding: I've been overcomplicating the bidding procedure so far xD You may now Bid with ACTACTACT for the Queen's voyage. Please be respectful of your fellow players and use your best judgement. If there are issues I'll deal with them individually ;)

Holding Trade Goods: You may store up to 7 units of trade goods in your personal establishments before it starts spilling out onto the streets. You can still directly sell from your ship as usual, this just applies to storing goods between turns. Warehouses are currently available for rent only.

Royal Favor Costs available : You can now spend your Royal Favor, information moved to Post 2.

Her Majesty's Envoy
Exclusivity Rights?: The first voyage is exclusive. Once the ship returns the Court shall make the charts public.
Special: Royal Favor counts as 1.5 Sovereigns towards bidding in this Auction. (How dare you accuse the Crown of playing favourites.) You can bid Sovereigns as usual.
Bid Win Conditions: gimmi the crown dat money. I mean, the most Venerable and Honourable in all the land, who happens to also be the highest bidder.
Duration: this auction is active for 2 more turns, ending in Mid Spring. The Ship is required to leave at the next available opportunity, not doing so will forfeit the honour to the next highest bidder. The Queen is happy to wait for the Ship to return to port if out on profitable ventures, but will not be kept waiting.

9
Hello everyone! Hoping I still have players  :P Apologies if the post is a bit stilted, I'm getting back into the flow and posts should return to normal now. P.S I got that promotion :D

10
Turn 5
╚═━┈┈━═╝

TURNTURNTURN
Nurel the Sucking Mire absorbs the Grass for the first time. Nurel immediately gains 1 Plant Essence and 1 Mud essence as the Dungeon Core churns with this new information. Grass is a common plant that can adapt to most conditions.

Snerkel the Renovator absorbs the Red Mushrooms for the first time. Snerkel immediately gains 1 Plant Essence, 1 Infernal Essence and 1 Poison Essence as the knowledge flares to life within the Dungeon Core. Mushrooms are a creature that like dark, damp places. This one seems to be somewhat poisonous.

Gul combines the Air and Void essences together. There is a scream of sound followed by silence, as Gul has discovered Vacuum essence.

Isbrann combines Fire and Celestial essences. There is a feeling of great presence and upliftment, as Isbrann discovers Purification Essence.

Following the opposite theme, Isbrann proceeds to combine Fire and Infernal essence. It bursts in a red hot radiance, combining into Hellfire Essence.

The first corridors puncture through the earth, expanding the Dungeon greatly. The walls on the Northernmost corridor are dotted with a strange black stone...

As the collection of spirits are perplexed by this new development, a small furry creature limps into the cave entrance. Flecks of blood follow it as it drags itself, half dazed, through the cave. It would perhaps be confused by the vast changes made to it's burrow since it was last here, but the rabbit was unfortunately too pained to be aware of it. It passed out in the dark corner, exhausted.

Funnily enough, it seems the Dungeon Core is unable to absorb it. The understanding comes to you: the living aura of the creature acts much like your personal influence, in that it cannot be unwillingly interfered with. Perhaps the plants absorbed so far have a far more passive aura that allows them to be easily absorbed. Sentient creatures, on the other hand, might not be able to be absorbed so easily...

Actions
Notes
The Goal List has been updated. For this turn only you may change your Goal if you wish.

Congratulations! Flora and Fauna now has a chance to spawn or visit your Dungeon. Furthermore, you have a chance of uncovering resources when you build or expand Influence into new areas.

You can now spawn and imbue creatures the Dungeon has previously absorbed. Creatures naturally have their own environments they operate best in. E.g. if you spawn a fish on land it won't survive long.

You can imbue a creature with essences to give it special abilities and traits. The more essence you use the more potent the effect, but beware - too much essence may make them burst :) Special abilities could be as simple as making a mushroom creature thrive in sunlight, to imbuing healing abilities in a herb, to giving a pig a poisonous attack. Creatures have some essences they are naturally acclimatised too. When imbuing a creature, there is some randomness. A 1d6 dice will be rolled that can influence the outcome:
Spoiler: Chance of Base Success (click to show/hide)

However, the more successfully a creature has absorbed essence, the more likely future imbuements of that type shall succeed. Likewise, some Creatures will struggle to absorb some essences.

A Zombie might not easily absorb Celestial, but persevere and you may have a very unique creature on your hands. Furthermore, don't despair if a creature imbuement doesn't go to plan. You can always spawn the default template of a creature to start again from scratch, and end up with multiple variants. You might find down the line something you thought was a failure comes in handy.

Imbuing something with essence can be done for multiple reasons. If you imbue a creature with enough essence, it can become a Monster. A Monster will defend your Dungeon and, depending on it's level of ability, follow commands.

You may also imbue a creature with essence to perform a specific task, like make a loud noise when someone walks by.

Another reason you may imbue a creature is to attract a new kind of adventurer that would benefit the progression of the Dungeon. A Herbalist might come to the Dungeon for the healing herbs, for example.

Dungeon Updates:
Every Spirit accumulates 1 energy per turn. The Dungeon Core generates 1 energy per turn.
The Core sits in the cool breeze of a vent. It has generated 1 Air Essence this turn. The bond with it's Mantlebearer is strong, and the Core spits out an additional Fire Essence this turn. It also generates 1 Earth Essence this turn.

Dungeon Evolution: The Core shall gain a new ability when one of each basic core essence has been absorbed. Currently absorbed: (Water, Void, Air, Fire, Celestial, Earth) When a suitable infernal location has been discovered and absorbed, this ability will be gained.

Dungeon Core influence is [6/50]. Dungeon Core influence shall spill into available adjacent space next turn.

The Dungeon is undiscovered and unranked.
Map below includes a grid if you want to pick specific squares where you expand to. If it is not specified I'll pick, which may be inconvenient if you had specific plans for e.g. Personal Influence Squares.
Spoiler: Grid Map (click to show/hide)

Dungeon Resources:
The Dungeon Resources can be used by any Spirit.

Unclaimed Space: 21 (Dungeon will claim a minimum of 3 squares next turn as I updated the map before realising I missed this step <3)
Dungeon Energy: 1
Earth Essence: 1
Air Essence: 1
Fire Essence: 1
Water Essence: 1
Void Essence: 1
Infernal Essence: 1

Tri Essences
Plant Essence: 1

Actions
Free Actions
Free Actions can be performed as much as you like and do not incur cost.

Trade - Resource Any Spirit may trade any resources in their inventory with other spirits at any time. They can also freely place essences in the Dungeon Inventory.

Core - Move The Mantlebearer may move the Dungeon Core to any known examined location, including locations examined this turn. The location of the Dungeon Core at the end of the turn shall determine what essence it absorbs next turn.

Once per Turn Actions
Do one of the below bolded actions:
Terrain - Deconstruct Wall (provides 1 unclaimed space)
Absorb Item (pick one from below):
  • Brown Mushrooms
  • Stalagmite
  • Dirt
  • Water
  • Stone
  • Moss
  • Strange Black Stone
Absorb Essence:
Absorbing an essence you have an affinity for will give you 2 Essence. Absorbing an essence you have no Affinity for grants you 0.5 Essence.
  • Earth Essence
  • Air Essence
  • Fire Essence
  • Water Essence
  • Celestial Essence
  • Void Essence
  • Plant Essence
  • ? ? ? Essence
Creature - Spawn Default Creature at Location
(Please specify from the list below. When spawning, please state which square on the map you would like them to spawn onto. E.g. Spawn Default Red Mushroom at E4)
  • Grass
  • Red Mushroom
Cost Actions
Cost Actions can be performed as much as you like so long as you can pay the cost. Remember that any Fate you have accumulated in your inventory can be spent as if it was any resource. You may also use the public Dungeon Resources.

Build - Carve Corridor - please specify size from list below. When carving corridors, please state which 2 squares you start carving from, and whether the corridor is aligned North - South or East - West if it is unclear.
  • 2x3 - Carves 6 squares of space at once. Costs 4 energy. 2 squares may immediately be claimed as personal influence without having to pay energy cost. 4 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn. 
  • 2x4 - Carves 8 squares of space at once. Costs 5 energy. 3 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.
Build - Carve Square Chamber 3x3 - When carving chambers, please state which 1 middle square you start carving from. This action carves 9 squares of space at once. Costs 4 energy. 4 squares may immediately be claimed as personal influence without having to pay energy cost. 5 Unclaimed Space gets added to the Dungeon Inventory at the end of your turn.

Build - Carve Space. Cost 1 Energy per 1 Space carved. Space must be adjacent to Dungeon or Personal Influence, or agreed with another Spirit to allow you to access from their adjacent Personal Influence. Spaces adjacent to the other square of Dungeon Influence may be carved by anyone, including diagonals.

Creature - Mutate Ability Specific Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with and state what you would like to achieve. E.g. you may wish to adapt it to an environment or create a new trait. This option allows you to aim for a specific outcome, irregardless of what a creature's natural predilection may be.
Creature - Mutate Ability Natural Minimum Cost 1 essence, you can decide how much you would like to spend. Select one essence type to imbue a creature with. The creature will mutate with that essence along it's most natural evolution path related to that essence. These mutations are typically weaker, by cannot catastrophically fail.

Essence - Combine Basic Essence Costs 2 total essence, of your choice. Combine any two basic essences stored in your personal inventory, dungeon inventory, or a mix of both inventories.

Influence - Expand Dungeon Influence. Costs 1 Unclaimed Space.
Influence - Expand Personal Influence. Costs 1 Unclaimed Space and 1 Energy.
Influence - Relinquish Personal Influence to Dungeon Influence. Costs 1 Personal Influence - you may pick the square. Gain 1 Untapped Influence to your Personal Inventory. Gain 2 Unclaimed Space to Dungeon Inventory.
Influence - Expand Untapped Influence. Costs 1 Untapped Influence and 1 Unclaimed Space. Gain 2 Personal Influence Squares for every 1 Untapped Influence spent.

11
Forum Games and Roleplaying / Re: Gnome Town [Turn 9]
« on: August 01, 2023, 05:24:37 am »
Had some people wondering if I've bounced - still here, got some workstuff going on. Aiming for a weekend update of everything goes to plan!

12
Yes! Very sorry, got some workstuff going on this week with a potential promotion so I'm a bit wrapped up in that at the moment. My games will likely resume on this upcoming weekend if I can't get a post out midweek.

13
Works a bit manic this week so aiming for an update this weekend

14
3 Rats in a Trenchcoat LLC would like to team up on a venture.

Say, we could team up and be stick buddies

and maybe get lucky enough to get ourselves from this terrible situation

Hell yes. Could see if there's anything good in the store next turn too if EvictedSaint is willing to risk a loan on us.

15
Turn 11
╚═━┈┈━═╝

Mid Winter Year 1
TURNTURNTURN

Hear ye Hear ye! The strange glass artefact, christened a "Snow Globe", was donated to the Court. Rumours say it now sits on display in the central Palace, where it absolutely delights the Queen. +2 Royal Favor was granted to everyone involved in the donation.

Two brand new vessels sat proudly in the harbour today. The Queen solemnly declared them to Dizzy Pike and the Sea Whaler, as she performed her duty by breaking a piece of pork crackling on the bow before sending them off to sea northwards. The turnout was lower compared to early this year - supposedly there was a riot in the town square, after half a year of increased lumber prices, but it was quickly subdued.

Some sailors were heard whispering safety in numbers is exactly what the Northern Route may require...

Two honourable Merchants have caught the sympathy of the Queen, causing her to act!

Her Royal Majesty has made the following decrees to alleviate the Lumber shortage: Firstly, the Queen is subsidising costs of lumber, to alleviate the pressures of the shortage. Secondly, the Crown is graciously accepting donations to the royal coffers (not that the royal treasury needs it, of course) in benefit of the Public Good. The most generous upstanding member of society shall be granted the honour of meeting the Queen. They shall also be tasked with sending a ship West on a missive for the Crown. The Annalists have deigned it to have once been a place of high quality lumber for the Capitol.

The Court does not play favourites, of course, so the charts shall be public after the initial journey. The Crown's only requirement is that the Company be of fine moral fibre(*and 'donate' to the Crown the most money).

The Court has dismissed the request for Hazard Pay, at least until the new year. This is definitely not because it is cold and Nobles are a genteel, complaining lot, who don't with to attend court in the coldest months.

The various crafting professions, however, have had their imaginations fired up at the concept of such a conundrum as improving ship quality. One would never suggest the Capitol has been in decline for centuries, because that would be treason. But some of the abandoned buildings by the docks are slowly converting into working miniature factories. Plumes of smoke and the occasional muffled explosion can be heard at night while they start work on the problem.

A bout of food poisoning among the nobility has brought a critical eye to the viability of Yak meat and caused a plummet in prices.

The first Warehouses have been opened, offering storage for the price of 1 Sovereign a Turn for 20 storage spaces.


Prices
Sand - 0.45 Sovereigns per Unit [+0.00]
Preserved Meats - 0.98 Sovereigns per Unit [-0.03]

Ship - 11 Sovereigns per Ship [carries 10 units], sanctioned by order of the Queen for the foreseeable future.

Warehouse - 1 Sovereign / turn for 20 units storage space.

Sacred Animals roaming Free - Ridiculous!
All is quiet in the Capitol.  The Snow White Dove will not be seen again until Late Spring Year 3.

Ships & Voyages
The Glowing Manta Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.
The Audacious Crustaceous set sail to NearEastland and will return end of Late Winter Year 1 with a cargo of Sand.
The Crazy Aywen set sail to Northland and will return end of Late Winter Year 1 with a cargo of Preserved Meats.
The Lead Catfish set sail to NearEastland and will return end of Late Winter Year 1 with a cargo of Sand.
The Dizzy Pike Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.
The Sea Whaler Set sail to Northland and will return end of Early Spring Year 2 with a cargo of Preserved Meats.

Destinations from the Capitol
NearEastland - It takes 2 Turns to travel here. Ships return with Sand. (Public Charts)
Northland - It takes 3 Turns to travel here. Ships return with Preserved Meats. (Exclusive Charts owned by NRC)

Ports
The Great and Regal Capitol!! Hear Hear!!




Mechanics
Bidding: I've been overcomplicating the bidding procedure so far xD You may now Bid with ACTACTACT for the Queen's voyage. Please be respectful of your fellow players and use your best judgement. If there are issues I'll deal with them individually ;)

Holding Trade Goods: You may store up to 7 units of trade goods in your personal establishments before it starts spilling out onto the streets. You can still directly sell from your ship as usual, this just applies to storing goods between turns. Warehouses are currently available for rent only.

Royal Favor Costs available : You can now spend your Royal Favor, information moved to Post 2.

Her Majesty's Envoy
Exclusivity Rights?: The first voyage is exclusive. Once the ship returns the Court shall make the charts public.
Special: Royal Favor counts as 1.5 Sovereigns towards bidding in this Auction. (How dare you accuse the Crown of playing favourites.)
Bid Win Conditions: gimmi the crown dat money. I mean, the most Venerable and Honourable in all the land, who happens to also be the highest bidder.
Duration: this auction is active for the 3 turns, ending in Mid Spring. The Ship is required to leave at the next available opportunity, not doing so will forfeit the honour to the next highest bidder. The Queen is happy to wait for the Ship to return to port if out on profitable ventures, but will not be kept waiting.

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