![]() ![]() But in some other cases, like what is better to get 20 faith from sacrifice or not to lose 5 faith from each death, you need to change how your cult will behave and how you deal with old people instead of just switching those options when you want.Įxcept the fishing ritual doesn't become obsolete while the harvest festival kind of does once you get up to the point where followers can harvest crops.Īnd how about necromancy VS burials? Burials give a small faith bonus, which there doesn't seem to be a lack of, while necromancy supposedly just lets you keep followers around and keep raising their levels, which I assume makes an impact when you start using the summoning circle. Then I've read that I will get more rare fish and more fish overall and thought, yeah, this is nice, I want to have more fish even though I rarely go fishing. I've read that I will be growing stuff faster and thought, why would I need it if I keep my plants on and don't have time or need to even collect them. Just read what you are given before commiting to it. :P It just means that you should care about your choise a little more. Originally posted by Nazemec:You wrote it yourself: the next run, not the next save. It grows and you choose some new things which give different bonuses and you can't change the old ones. Same way religion worked in Civilization games. And in case you start a new playthrough later you have a freedom to try something else. I like that all these decisions are not major so you can keep them even if you don't like your choice later. But in some other cases, like what is better to get 20 faith from sacrifice or not to lose 5 faith from each death, you need to change how your cult will behave and how you deal with old people instead of just switching those options when you want. ![]() ![]() ![]() Same thing here.You wrote it yourself: the next run, not the next save. Originally posted by archmag:When you do a run you also have choice of two tarrot cards or weapons and if you choose the wrong one you don't have a way to change that choice until the next run. At least it is not random unlock like is some other roguelikes which could have been worse and could totally screw up the run. Same thing here.ĭon't sweat about it and use what you choose as best as you can. When you do a run you also have choice of two tarrot cards or weapons and if you choose the wrong one you don't have a way to change that choice until the next run. In one you focus on fishing, in another on growing things. The game is short and doctrines which are permanent for a playthrough are supposed to make playthroughs different. Also reward for that quest isn't really worth suffering trying to do it as fast as you can. You will eventually catch lobster if you fish casually from time to time. It's not a trap decision, you just choose the one that focuses your cult on other things. Knowing that I've picked trap decisions doesn't make me want to start a new file to "do better", it just makes me feel bad about continuing. Originally posted by One (1) Lini:How on earth am I supposed to experiment when the game locks me into a choice? ![]()
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