Kupek wrote:Do you mean no-incapacitions in that you never let a character's HP reach zero, or do you mean you never let them lose a heart? (That is, they lost all HP, then their counter went to 0, and they retired from battle. Which, but the way, is a nice compromise between death just meaning a character is lost in a battle, and death meaning the character is gone for good.)
The former. No more sending Ninja Denam on suicide runs, sadly. On the other hand I'm no longer spending all my money on Blessing Stones.
Kupek wrote:Also, how can you use the Chartiot system to abuse item drops? Everything I read told me that the same action will always have the same consequence. Did they neglect to keep that true for item drops?
The same action does always have the same consequence! You can, however, abuse Chariot by changing your actions to get the result you want. Say you know Knight A has a chance to drop a recipe book you're after. You kill him with your archer and he drops a freakin' Tarot card. Well, what you do then is Chariot back to the start of the turn, move the archer one step, and kill him again. Do that for every valid attack point within the archer's movement range. If the dude still won't drop the book, don't kill him with your archer and repeat the process with someone else.
Not being able to do this now is mind-bogglingly frustrating. Certain items drop only from certain enemies, and the drop rates for a lot of these items is low. When the certain enemy you need to kill is eight-maps deep into one of the game's dungeons and you can't abuse Chariot, you either:
* Run the dungeon over and over again until you get the drop, or
* Restart the map when the enemy you're after doesn't drop what you're after (or, if the enemy
does drop what you're after, and an enemy gets to his loot bag before you do).
Kupek wrote:(Implementation aside: they probably keep track of the sequence of pseudo-random numbers they've generated. Which, now that I think about it, I understand that whenever you branch your actions, they maintain both actions and you can switch back-and-forth. But kept unrestrained, that could consume too much memory. I wonder if the extra memory in keeping track of all of that is too small to matter, or if there is a ceiling. I know you can only go back 50 actions, but I don't recall hearing a limit on how much you can branch. I'd actually love to read about how they maintained the ability to not just go back and forth in one timeline, but how they allowed multiple branches. I can conceive of how I would design it, of course, but it's always interesting to read about how it was actually done.)
Definitely interesting. I never managed to hit the branch cap during my first run, and I branched like crazy.
Kupek wrote:Also also, I was looking through the Wikipedia page, and apparently the story is inspired by the wars that broke out among the Serbs, Croatians and Albanians during the breakup on the former Yugoslavia.
Yeah. Heavy stuff.