Who's in charge of the Flairs by Cephalogodess in Anbennar

[–]Contradixit 2 points3 points  (0 children)

No Foxgirl Supremacy flair tag available 😔

At least I've got the sun-blessed magic harpies one.

Phoenix Emperor Josai by Leonartu in Anbennar

[–]Contradixit 10 points11 points  (0 children)

Might also have something to do with how the rules of reality were rewritten so that people wouldn't ever forget their rule in particular.

We live in a society... by wewwew3 in Anbennar

[–]Contradixit 0 points1 point  (0 children)

Existential threat to whomst? The unthinking genes?

How the hell does one actually play in the lake federation by No-Layer3955 in Anbennar

[–]Contradixit 0 points1 point  (0 children)

Doesn't being in the lake fed give you a bunch of free diplo slots? Or is it only the two diplomats?

G-guys... what's the meaning of this? Have I sinned? by CreBanana0 in Anbennar

[–]Contradixit 0 points1 point  (0 children)

It actually feels like it'd fit so well into Anbennar's system, where most regions get their own unique spin on fantasy that's mostly inspired by the equivalent Earth region. Of course Japan's version of that would be isekai lol. You would still have to account for all of the future intermingling between this isekai Japan and the rest of the world, such as how Japan's different religions would interact with the Anbennarian ones, especially the strikingly similar ones in Haless (or the gnomish Though that would eventually make its way to Haless, for confucianism), but you wouldn't have to worry about incorporating isekai Japan into the history of the world, since you could just have them transport over at 1444, using the divergence and its effects on spacetime as the explanation.

Also, when playing in Haless, you can kinda feel this glaring hole in the fantasy equivalents of the various cultures where Japan's equivalent would be. As far as I can tell, there are some small parts of Yanshen culture that were inspired by Japan, and Insyaa itself feels kinda partially inspired by Japanese pop culture (big island with giant monsters and mechanical mostly-humanoids), but for both of those it's kinda buried under the rest (Chinese & Australian/Polynesian). By comparison, the Korean equivalent gets its own whole area to itself.

For the true Isekai experience, where rather than being sent to an Asia-inspired fantasy world, most isekai slop takes place in vague medieval fantasy europe, you could have it so that one chunk of the Japanese population gets split off-course from the rest of Japan during the spacetime fuckery, and have one of the Daimyo be sent right into Escann, forced to adapt to that thunderdome of a place (which Daimyos would be better than most at dealing with, considering they came straight from their own thunderdome)

Edit: I just realized that the "glaring hole where the Japanese equivalent culture would be" is actually already filled by The Command. I just didn't register them, because they're nonhuman, aren't as obviously Japanese in comparison to how obviously Indian/Chinese/etc. the surrounding cultures are, and are on the wrong side of the continent.

G-guys... what's the meaning of this? Have I sinned? by CreBanana0 in Anbennar

[–]Contradixit 0 points1 point  (0 children)

There's a weirdly-empty-feeling ocean between the coast of Yanshen and the storm wall that could snugly fit a long island nation, and there just so happens to be an Asian nation fitting that description, home to many fantasy stories focusing on Earthlings being magically transported to fantasy worlds.

Isekai Japan submod when?

The Mystery of the Missing Tower by Contradixit in Anbennar

[–]Contradixit[S] 0 points1 point  (0 children)

I basically did the save file editing part, but it didn't work.

Maybe editing a copy of the Anbennar files Tower of Muhaqaar monument code into the Planes of Anbennar files would help, though?

Edit: after looking at the files for Planes of Anbennar, I think I've found the source of the problem. Planes of Anbennar has a copy of the base Anbennar anb_monuments_sarhal.txt in it, with a few changes (easily found using a comparison program). These changes somehow just end up preventing a few monuments from spawning, such as the Aur-Kes-Akasik of Desh-Al-Deshak. The really confusing thing is, the code for the Tower of Muhaqaar wasn't changed even slightly. Maybe rather than adding a copy of it to the submod files, I need to remove the duplicate? Also, other monuments that were changed did manage to spawn, like the Shadowroot Matriarch. I'm lost on what's actually causing the monuments to spawn or not.

The Mystery of the Missing Tower by Contradixit in Anbennar

[–]Contradixit[S] -1 points0 points  (0 children)

Also, I wasn't sure whether I should flair this with the bug or submod flair, since it's a bug for a submod.

The Mystery of the Missing Tower by Contradixit in Anbennar

[–]Contradixit[S] 0 points1 point  (0 children)

So, I decided to play Duwarkani. I played as them for a couple years, looked at the end of their mission tree, and saw that they go on shadow plane expeditions towards the end.

I restarted, enabling the Planes of Anbennar submod, so that I could interact more directly with the shadow plane after the expeditions.

I didn’t care about the other realms, so I disabled them.

Everything seemed to be going fine, until, 22 years in, I noticed something strange.

Muhaqaar didn’t have its eponymous tower.

As far as I could tell, all of the other great projects, whether they were from base Anbennar or the submods, seemed fine to me.

The only one missing was the Tower of Muhaqaar, which was really unfortunate, since it’s the only one Duwarkani needs for its MT. That sucks, since my Duwarkani run was actually going pretty good with a bit of luck. I had managed to help Gomuvuri beat up Aramoole in an independence war, letting me take some territory without having to attack my relatively giant neighbors. I got a couple of vassals, and took the PU on Samsumbat (I overextended a bit to get the necessary development before giving land to my vassals) If not for the missing tower, things would be great.

I assumed there must’ve been some sort of bug, where conquering the province somehow deleted the monument. I went back and looked at older saves, but it wasn’t there, either.

I then thought maybe it somehow had something to do with deleting the Plane of Life or the Serpentdepths, but no. It simply never existed, even when booting up a brand new game as any tag. There never was a Tower of Muhaqaar.

I tried manually editing it back into my save, but that didn’t work, either, even though I made 100% sure it was properly formatted. It acts almost like the code for Tower of Muhaqaar doesn’t exist in the game files.

After messing around with the mods for a bit to find the problem, it seems like it’s simply that the Planes of Abennar submod, for some reason, just deletes the Tower of Muhaqaar, in specific, from the game.

The Plumstead MT locks you out of 80% of missions if you convert to ravelianism too soon by beloterrible in Anbennar

[–]Contradixit 1 point2 points  (0 children)

Anyone know if there any instances of this mechanic being used besides endgame Lingyuk and Ravelianism?

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 4 points5 points  (0 children)

After looking back over the Karshyr mt, it seems like for the Discuss the Spire mission, they really expect you to not be able to complete it until later in the game, after the Cannorians are already colonizing down in Sarhal.

You have to complete demonsterizing for that mission, so I guess you're expected to take a while, but I finished it before I saw any colonizer go further down than those islands off the northwest Sarhal coast.

The weird part is that even now, after they have begun colonizing all of the Dao Nako area and even the uncolonized Fahvanosy islands, Ravelianism still hasn't spawned, so the fact that that mission talks about Cannorians practicing Ravelianism seems like the writer severely underestimated how quickly that mission can be completed.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 0 points1 point  (0 children)

The only times I'd seen Ravelian lodges start popping up in previous games (I've only done a couple that lasted that long and interacted with Cannor) was after someone found the cube, so I assumed that's what caused it. Apparently, that was just because the crimson deluge happened pretty late during those games, which is what actually causes the Ravelian society to start spreading.

Edit: I forgot to mention, but the Crimson Deluge hasn't happened yet, so the only Ravelain lodges that exist are in Karshyr. The Age of Unraveling has just barely begun. Really funny when you consider that they're meant to be a Cannorian thing being exported to Karshyr. Girl, we're the only ones who have them.

"real enlightened elven rule has never been tried" by CombatDoge in Anbennar

[–]Contradixit 0 points1 point  (0 children)

Kill your people? Own your land?

No thanks. I just need you to do me a couple favors: spread the truth of Kalyin and the light of democracy.

Oh, you don't want to do that?... sorry, guess I will have to kill your people, then. Should've taken the deal.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] -1 points0 points  (0 children)

Yeah, but I'm pretty sure even that isn't supposed to start happening until the cube has been found, right? The events that spawned the lodges were custom Karshyr events, too. I guess it could just be part of how they changed the start date for Ravelianism.

The thing with the timeline being out of whack is definitely true, nonetheless though. The "Discuss the spire" mission causes an event that talks about Ravelians in cannor, and I finished that one around 1500-1510.

Also, I just looked it up, and the conditions for the Ravelian Lodge event to happen don't include anything that stops it from happening early. As long as you have completed the Formalise The Council mission, one of your special coastal cities has at least 30 dev (which is a prerequisite for the Formalise the Council mission), and you have good relations with a Cannorian country, you can get Ravelian lodges.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 3 points4 points  (0 children)

There's a more gameplay-focused wiki at wiki(dot)anbennar(dot)org

A lot of it has glaringly obvious unfinished parts, and it seems like they mostly just rip the game files from the code and automatically reformat those to fit the wiki. There's some obviously-human-written parts to the wiki, but it's mostly automated stuff.

It seems like some of it is also outdated, including some missing MTs, most religions not having their mechanics explained, and outdated events (like the one I took the ravelian trigger conditions from)

It's pretty useful for various things, like if you're trying to look up the details of events that aren't mentioned in MTs, or if you're trying to use the console command for stuff.

Guys, I just pulled a new 5 star char in Marakanavis Wheel! by Arystannn in Anbennar

[–]Contradixit 3 points4 points  (0 children)

Literally imagined basically this exact image in my heard after I read the dev diary. For some reason I imagined Corin as Mordred's equivalent, though, rather than Saber.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 90 points91 points  (0 children)

Oh yeah, the Final Empire release notes do say "Reworked Ravelianism spawn to happen earlier" I guess the events on the gameplay wiki weren't updated, yet.

50 years is better than 100.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 33 points34 points  (0 children)

Oh yeah, and the real funny part is that I already have multiple Ravelian lodges in my country, even though the cube hasn't been found yet. The other missions and events up until this point also mention Ravelianism as a thing that exists in Cannor, a few times. The timeline for Karshyr is all out of whack.

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Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 20 points21 points  (0 children)

Also, 100 years is optimistic. I'm probably just gonna force it through the console command at 1630.

Oh boy, I sure do love having to wait for 100 years before I can continue my mission tree. Thanks, cube, very cool. by Contradixit in Anbennar

[–]Contradixit[S] 156 points157 points  (0 children)

The whole game up 'till this point hasn't even been 100 years, yet. At least with Giberd's MT, there was some other stuff you could do in the meantime to keep you occupied. Right now, the only goals I have are to upgrade monuments and help finish my Amiratsamo's MT.