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I started a new game, and noticed a few things that *might* be bugs.

  • I took the Psychopath trait, but I lost mood when I killed an insane kobold. Do I misunderstand what this trait is supposed to do, or is this a bug?
  • Billy was at Suong's house on my first day, so I went there, and saw a cutscene with her for the first time! I thought it was really cool! I've always encountered Suong for the first time outside of her house, so I've never seen it before. Is this intentionally a cutscene that doesn't happen in every playthrough, or is this an oversight? Maybe it only happens for Psychopaths?
  • I get the "Soon to be fat" achievement as soon as I look at a travel sign, and not the first time I actually fast travel. This has always happened, but I just now thought to mention it. Maybe that's how it's supposed to work?

After being mistaken about the glasses, I thought it prudent to double check all of these. I started yet another new game as a Psychopath. Billy was at Suong's and the cutscene happened, and then I went and killed an insane kobold and my mood was reduced. I got the "soon to be fat" achievement as soon as I looked at the sign, same as always.

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Right now, there are three enemy classes. Animals, humanoids and abominations. Killing animals and humanoids lowers your mood. Abominations lower your mood by just encountering them in battle. Ordinary kobolds are considered humanoids,insane kobolds, and other freaks are abominations, so only killing bandits and ordinary kobolds counts.

Psychopath trait will remove mood penalty from killing animals and humanoids, but you will still get the penalty for fighting abominations so it works as intended. However, non-psychopath characters are better in the long run.

There is a mechanic that makes your character more used to killing the more you do it. At the start, killing an animal will give you penalty, but after about 30 of them, you will no longer get penalised. 

Humanoids are slightly different. The penalty for killing them at the start is huge. Large group of kobolds can easily lower your mood by 32. However, this penalty gets lower the more you kill. After about fifty kills, the penalty turns from 4 to 3 and it gets progressively lower. And after about 200 kills, you will actualy be getting a bonus mood instead of negative. Psychopaths don't receive any bonuses no matter the amount of kills.

Character backgrounds fall into two categories. Minor and major. Minor give you some small buffs to stats, give you some simple skills or cheap items. These don't change the way your character plays and you can completely ignore these bonuses if you want. They just give you the general idea of what you want your character be in the long run. Major backgrounds change the way you play the game much more, but also come with a disadvantages. Psychopath is a good choice for combat focused characters, but (in the future) it will make your social life harder. Mutant makes your character grow stronger over time, but some NPCs will refuse to talk to you and some will outright attack you. I will be adding more of these in the future. What I have right now is just a small taste.

The Suong introduction is intentional and plays out the same for every background. It plays differently depending on the location you meet her for the first time. Inn and forest are the same. House has a variation with Billy and without Billy. 

The game actualy has quite a few of these "hidden" features. I don't remember all of them, but here are a few:

If you have Olaf and Billy in a party and get into a fight, shoot an enemy with Olafs shotgun. If you do that and if you increase relationship with Billy to about 20, he will give you a simple quest. Go and buy him a shotgun. It is quite simple and if you solve it, he will be using this new weapon instead of his blunderbuss. There are multiple ways to solve it. Things like taking his money and keeping the gun, forgeting to give him the gun a giving it to him late,... You get the idea.
The second meeting with Mr. White in the ruins goes slightly differently if you have Suong with you.
There is also one NPC that appears on one of the beach maps for two weeks and then dissappears. He will give you a simple quest. The things is, I don't really remember if that quest still works.
Cutscene that plays at Billys farm after killing some kobolds plays out differently if you wear church robes.

I want to have as many of these as possible in the final game, so that repeated playthroughs are more entertaining and always show something new. I tend to slip in one of these into most updates without really writing about them into the changelog.

The achievements require some more work, since some of them have wonky triggers. They should all work, but they either trigger too soon or too late. I will check on them.

Also, The friendly kobolds in the cave and the hostile kobolds in the forest are suposed to be different clans. It is not yet apparent, since I don't have the graphics for them yet and they don't really have any dialogue or quests. You can kill the wild ones without any fear of angering the cave kobolds.

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Wonderful! Thank you again for such a thorough response! I appreciate you being willing to take the time to reply to my inquiries. It makes me anticipate future updates more, as well as helping me to better enjoy the game as is!

I don't want to take up more of your time that could be spent working on the game :P However, I really like little secrets like those you mention, but am not great at finding them. Perhaps you could eventually include some sort of hint system in the game? Maybe like a fortune telling npc that appears randomly on the map sometimes, and gives cryptic hints on how to find a new secret? I'd really enjoy something like that! Anyway, just something to think about :)

I released a major patch recently so I'm taking a small break. Replying won't slow me down a bit.

As for the hint system, I had one in the game few versions back, but I removed it when I was overhauling timed events. You could ask NPCs about news and they would tell you if they saw some traveling trader, random monsters or some timed quests. 

I will be introducing this system back in the future, but I will keep most of the "hidden" events a secret. To a degree. As the lore and dialogue gets properly added into the game, talking with other people or reading books will give you enough hints to find out about them, but they won't spell it out loud. For example, Billy will say how he hates his blunderbuss off handedly and that he would like to see what Olaf uses as a weapon one day. Good enough hint for people to know what to do next.

This is going to get added however in far future, since I want to finish other things before focusing on dialogue.