But the extra days thing screws with plot timing >.<
Maybe you could lower the requirements and, if people can't win in Normal, also extend the days...?
DLC Bad Blood development
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Taleweaver
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- jack1974
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Re: DLC Bad Blood development
Why plot timing? Is never mentioned the exact amount of "days left" as far as I remember.
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Taleweaver
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Re: DLC Bad Blood development
What, haven't you noticed that each of the Shea segments spans exactly the same number of days? 
- jack1974
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Re: DLC Bad Blood development
Yes but it's not a strict rule, I mean even if the last segment is of 6 days instead of 3, what breaks? 
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Taleweaver
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Re: DLC Bad Blood development
My pride. T_T
- Harbinger1975
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Re: DLC Bad Blood development
*Gives Taleweaver a bowl of chocolate ice cream* There there.
"Direct intervention is necessary. Assuming direct control."
- ValHallen
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Re: DLC Bad Blood development
The "X day still next plot progession" is back? Its the thing that I most disliked in SOTW, not being in control of the pace of how you progress the game was bad.
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Taleweaver
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Re: DLC Bad Blood development
No, it's not. No worries.This time, the plot is really tight. You're working at your own pace - only that being too slow could now seriously hurt you.
- jack1974
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Re: DLC Bad Blood development
In practice in the "save Ninim" minigame you'll need to gather 60 wood + 60 stone to build the palisade. But as I said even if you don't do that, is not game over, only different events 
Even if you run out of food will trigger another event, but no game over.
Even if you run out of food will trigger another event, but no game over.
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Re: DLC Bad Blood development

one of the topic moments of the story from Shea PoV. Shea takes the chance to have a dig at the council about slavery...
