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Author Topic: Bogeyman change and sleepovers  (Read 889 times)

DG

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Bogeyman change and sleepovers
« on: July 29, 2019, 11:51:24 am »

In case it slipped by, this is a reminder-suggestion that the largely automatic acceptance of requests to sleep in stranger's homes is no longer necessary once bogeymen are confined to evil zones.

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voliol

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Re: Bogeyman change and sleepovers
« Reply #1 on: July 29, 2019, 01:25:34 pm »

+1 At the very least the dialogue must be changed to them warning about whatever LARGE_PREDATOR stalks the surrounding biome. If the biome is benign (calm or serene) with no predators to be seen, then I suppose they should deny you, or at least be much more likely to do so.

Arthropleura

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Re: Bogeyman change and sleepovers
« Reply #2 on: July 31, 2019, 12:59:57 pm »

Potentially it could check the individual in question's trust and altruism. Low levels of either would likely result in someone not wanting to open their home to a stranger. Duty could also potentially be checked if you and they are both members of the same civ.
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We are currently three turns in, and the main hall is coated in blood, intestines and random corpses. There's a huge pile of 3000 items made of human body parts in a corner and remaining members of the staff of the museum are, as I type this, being slowly choked to death by one of our adventurers.

Superdorf

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Re: Bogeyman change and sleepovers
« Reply #3 on: August 03, 2019, 07:19:05 pm »

Pffhahaha yes this is a thing worth changing. Well played.
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