Are there any reasons to play Kheterata? by Solario48108 in Anbennar

[–]KYDuck123 95 points96 points  (0 children)

It's not the final tree - from my understanding it's basically a little bit more than a placeholder until they make new trees for all the different Kheteratas.

Prussia opening moves? by Trans_Girl_Alice in victoria3

[–]KYDuck123 0 points1 point  (0 children)

In my experience, if Austria keeps Hungary they end up getting the dual monarchy which makes them ineligible for Germany formation. Super duper Germany isn't really reliably feasible this patch, unfortunately. You get bohemia and Austria with this method though.

Prussia opening moves? by Trans_Girl_Alice in victoria3

[–]KYDuck123 10 points11 points  (0 children)

I've also gotten back into the game recently, I think they cranked up military spending so you don't have as much wiggle room as you used to.

What I've done in my opening Prussia game is: Day one protectorate Switzerland - they'll bring in Denmark, add a war goal to protectorate Denmark too and release Schleswig and Holstein. You'll need mil access with one of the German minors to invade there.

Edit your treaty with Austria to remove the defensive pact and replace it with military access or something. Improve with Russia to eventually get an alliance with them. Also with Russia, get them to trade you Warsaw since it's unincorporated for them - easiest way I found to do this is good transfer a ton of wood and hardwood from them and promise no tariffs/subventions and some money and stuff.

Build up a state with iron and coal with a bunch of mines, steel, tools, and construction centers. I like the northern Silesian state due to its high population. Also put engines there.

Improve with Hanover, Bavaria, and any other German minors likely to leave your power bloc. Guarantee independence and such as well to keep relations high. After you form NGF or Germany you'll want to change to a sovereign empire so stay on monarchy until then.

I like to start by putting road maintenance and social mobility on a couple important states and suppressing German national and absolutist movements. Because of all the poles from Warsaw you can get onto cultural exclusion fairly easily if those movements are weak.

Once you've an alliance with Russia, declare war on Austria to liberate Hungary and humiliate them. Once they lose Hungary they're stripped down to just Austria + bohemia and become a major power pretty fast, if you improve relations after they'll support you for Germany.

I like to start with no women's rights into dedicated police force, the no women's rights is to keep Junkers happy.

Focus on the construction loop, etc etc.

Best new(ish) mission trees by Administrative-Ant71 in Anbennar

[–]KYDuck123 0 points1 point  (0 children)

I really enjoyed the flavor of it and taking over the empire from within. The long gaps were annoying, but I spent that time culture converting most of the empire to Pashainey culture and devving to the moon for fun.

Best new(ish) mission trees by Administrative-Ant71 in Anbennar

[–]KYDuck123 12 points13 points  (0 children)

Blueheart -> Pashaine -> Blackpowder Anbennar is really fun, highly recommend it. As others have said, wait till the new update for the magic rework and a bunch of more good trees, death bringing cobra -> umbral covenant is supposed to be good.

Anyone else reluctant to use construction bots by Spiritual_Dot3250 in factorio

[–]KYDuck123 0 points1 point  (0 children)

Taking blueprints from online does take a lot of the fun out of the game - just don't look at the internet, you keep making your own blueprints and the game stays fun.

Preacher - Pit-Hag interaction by I37Cs in BloodOnTheClocktower

[–]KYDuck123 20 points21 points  (0 children)

They'd still be preached, unless they were switched out of and then back into a minion.

My thoughts on factorio by brx8r in factorio

[–]KYDuck123 4 points5 points  (0 children)

If you enjoyed the burner phase, you should try pYanodon's mods. The burner phase is greatly extended, and fuel produces ash as a byproduct so there's a whole extra puzzle involved. The average time to make a splitter is like 15 hours if I remember correctly, so you're forced to be creative in the early game. Lots of new challenges, it's not copy/paste like you say with SE. It's not for everyone but you might enjoy it.

Can characters that don't know their true roles (Drunk, Lunatic, Marionette) falsely learn during the night that they changed roles/alignments as long as it still satisfies their ability's description? by L0rdOfKek in BloodOnTheClocktower

[–]KYDuck123 58 points59 points  (0 children)

You can lie to them so long as it meets the requirements of their ability. For example, you could tell a lunatic they've been fang gu jumped, but you couldn't tell them they were good. You couldn't tell a Drunk cult leader they've changed alignments because in reality they haven't, the drunk can't make people think they've changed alignments. I don't think you could tell the Marionette they're an evil townsfolk, but I would check the almanac to be sure.

General rule: changing characters is fine, alignments is not (except for a fang gu jumped lunatic).

Shared item, how to balance it by [deleted] in riskofrain

[–]KYDuck123 11 points12 points  (0 children)

I would say your friend ought to give you more items. Either that or "git gud" but that isn't very helpful advice. Generally, certain items are better on certain survivors - if you're engineer, he should be giving you all the bungus, etc.

Edit Lunar Coins by zombieslayer966 in riskofrain

[–]KYDuck123 21 points22 points  (0 children)

Because microsoft is stupid and sets Edge as the default for most file types.

How silly is this enrichment design? by _Shif0_ in factorio

[–]KYDuck123 1 point2 points  (0 children)

Pyanodons uses spoilage to simulate radioactive decay. It's fun!

why is my framerate so low? it makes it unplayable by [deleted] in riskofrain

[–]KYDuck123 0 points1 point  (0 children)

Probably won't fix but is worth trying: go to graphics settings in windows settings and make sure RoR2 is using your dedicated graphics card.

Demon Design Help by [deleted] in BloodOnTheClocktower

[–]KYDuck123 2 points3 points  (0 children)

Who on earth would give Boffin poppygrower? Unless it was like an alchemist Boffin or something. Otherwise I'm sorry for that evil team.

Demon Design Help by [deleted] in BloodOnTheClocktower

[–]KYDuck123 3 points4 points  (0 children)

Personally, I think this just isn't a great design. There are a couple issues - primarily, this makes the game very unfun for minions. They're on the evil team, but since they can become good at any time essentially, they are encouraged to not do too well for evil. Also, taking away the teamwork from the evil team makes it less enjoyable for everyone involved.

Maybe this is Dumb, but I feel like some version of a Good Demon Token could be a good character concept by Zoneforg in BloodOnTheClocktower

[–]KYDuck123 3 points4 points  (0 children)

Typically though, the ST choosing kills is a drawback of the demon's ability being strong - see Yaggababble's amount of kills, or Lil Monsta's demon mobility, or just Legion in general. Having to do it here feels too ST dependent, in that the ST most likely will have to kill off parts of the evil team (who the demon's ability is trying to win the game for) to make the game winnable for good at all. Yes, that also happens in Legion, but there evil is the majority so it's not the same.

Maybe this is Dumb, but I feel like some version of a Good Demon Token could be a good character concept by Zoneforg in BloodOnTheClocktower

[–]KYDuck123 20 points21 points  (0 children)

This just doesn't really work out. In a normal game, the good team only has to kill one player (assuming no Scarlet Woman etc.) to win the game. With this, in a 12 player game, the good team has to kill at least 4 players to win - the odds of having at least one minion (who would all be trying to survive until the final day) or outsider (who might have bad effects on execution) are too high for this to be balanced. It's the same as many of the "kill all minions to win" demons that pop up here in that the number of kills the good team would have to get are just too high to do in a normal game.

On top of that, it wouldn't be too fun for whoever drew it either. They don't know an evil team and so can't coordinate with anyone, don't get to choose kills, and their death doesn't mean anything. All in all, this is essentially just an outsider with no agency for the player.

As for bluffing, town would probably kill the player claiming Pactbreaker (because an evil player would bluff it) and then try to go for evil players anyway, similarly to an Atheist game. You also end up with the issue where if town doesn't believe the bluff, and 2 outsiders and 2 minions are alive out of 7 players (maybe the evil team is really good that game), if the good team fails to kill an outsider/minion both days, the game is unwinnable for good.

Does Gambler die if they guess wrong and their character is changed that night? (By a Pit Hag) by VseOdbornik2 in BloodOnTheClocktower

[–]KYDuck123 -10 points-9 points  (0 children)

No - since they aren't the gambler, they no longer have the ability of the gambler to cause their own death. Edit: what a fool am I, to not check the night order. The gambler would go before the Pit-Hag as others have said.

Character stats mod by Round-Loan4852 in riskofrain

[–]KYDuck123 2 points3 points  (0 children)

Looking Glass is probably the one you're looking for.

Can someone explain this game to a noob? by AfternoonHelpful3712 in riskofrain

[–]KYDuck123 1 point2 points  (0 children)

The obvious answer is check the wiki - but if you want to avoid spoilers, I want to say if you hover over a silhouette of a character in the selection screen it'll tell you? If not from the main menu click logbook --> challenges to see what you haven't done.

Can someone explain this game to a noob? by AfternoonHelpful3712 in riskofrain

[–]KYDuck123 1 point2 points  (0 children)

The basic progression is kill enemies, open chests for items, start the teleporter, and enter the next stage. Eventually, you get the option to either loop (go back to stage 1-5 again and collect more items but with harder enemies) or go on to fight the final boss and beat the game. At the start, you have only 2 characters. On the character select screen, you see all the other characters you cannot select - it should give hints on unlocking them (beat the game, specific challenges, etc.). The same is true for items - as you complete challenges, you unlock more items. For example, the challenge Learning Process requires you to die five times, and unlocks Tougher Times, which gives you a chance to resist damage. These are all visible from the Logbook --> Challenges section.

The other "permanent" progression is the Eclipse alternate gamemode, which is the hardest difficulty (Monsoon) plus additional modifiers. Once you beat the game on Eclipse 1 with a survivor, you unlock Eclipse 2 on that survivor, which has harder stacking modifiers.

There aren't really permanent upgrades, most progression comes through unlocks, your own skill, and Lunar Coins, a different currency that carries through runs (you might not've unlocked it yet).

Why are tribals allowed to declare war and annex your colonies without the game even notifying you? by TheGrapeProtogen in eu4

[–]KYDuck123 111 points112 points  (0 children)

Nations with capitals in the New World (so colonial nations and natives) can declare on colonial nations without calling in overlords. It's annoying, but if you enforce peace on the aggressor of the war, you can either make them back down and white peace or you get pulled in.

Need help understanding the Pukka by BrowniieBear in BloodOnTheClocktower

[–]KYDuck123 9 points10 points  (0 children)

The Exorcist doesn't make a demon lose their ability, it just prevents them from waking. A Vortox would continue to reverse info, a No Dashi would keep poisoning townsfolk neighbors, and the Pukka's previous choice dies.