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I know Acacia is currently a dead end, but the game already has a working role model system (like Oriana knowing Celandine is her sister).

We could do the same with Acacia: while she wears the mask, we talk to the demon inside it. If the player knocks the mask off and destroys it in dialogue, she switches to Gareth’s sister role. The AI would play two different characters.

Her mood could shift from rage to fear or calm, just like Gareth calms down after getting angry.

The developer would only need to add 3-4 new facial expressions for her without the mask. And add some roleplay model to ai.

What do you think?

If someone asks how relations can improve when the bar is at the bottom:

I maxed out my relationship with Rosalina without any romance. The progress bar got stuck just one pixel away from her giving me the house key, and it stopped increasing with each new day.

Then she invited me to the baths. Right there in the baths, romantic feelings formed, and the maximum relationship cap instantly increased without waiting for a new day.

So the game already has a mechanic that allows raising the current relationship limit without needing a new day. The same thing could work with Acacia.

cap would suck for Acacia until there is an RP escape item to survive the dialog. So I think if an escape item is created that character can develop over time. In fact, using an escape instead of an Allure can be a moral victory as well for anyone interested in that. 


I don’t mind your RP storyline idea, but all storylines feel kinda meaningless to me in the hypothetical. My Gareth doesn’t have a sister, so I don’t have a bias leaning towards “What if he did”. My villagers can’t even entirely settle on their own backstories, so I’m not committed to cementing any one story yet. 

I like your ideas though, and I share the desire for their to be more point to Acacia than there is now. Fingers crossed, moral support for TD and all that.