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Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 12:00 pm
by Taleweaver
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...?
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 12:56 pm
by jack1974
Why plot timing? Is never mentioned the exact amount of "days left" as far as I remember.
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 5:21 pm
by Taleweaver
What, haven't you noticed that each of the Shea segments spans exactly the same number of days?

Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 5:37 pm
by jack1974
Yes but it's not a strict rule, I mean even if the last segment is of 6 days instead of 3, what breaks?

Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 8:58 pm
by Taleweaver
My pride. T_T
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 9:12 pm
by Harbinger1975
*Gives Taleweaver a bowl of chocolate ice cream* There there.
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 9:12 pm
by ValHallen
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.
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 9:48 pm
by Taleweaver
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.
Re: DLC Bad Blood development
Posted: Thu Feb 26, 2015 10:17 pm
by jack1974
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.
Re: DLC Bad Blood development
Posted: Sat Feb 28, 2015 8:10 am
by jack1974

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