literally just an option to change the color of the text cause its very hard to read for me
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Sory for my poor english.
A few quiestion:
Have I just gotten rotten luck whit the rng, duing somthing worng or is it a bug? I have crafted around 100-150 Textiles, 15 padde armor repaired them when the dont brake (asume whit beter artisan mc gets better at reparing atm 3/5sok) and som injector all in all I think around 200-250 actions that woud give a rng too increase Artisan and Artisan has not increast it is stil at the starting 25.
I found a artifact and can see it in my inventory but cant seem to find out what it dos only from what I read artifact dos have som efect?
Is ther a way thro the game to unluck donation at places like Preacher's Hall and Aesir Tribe the dont seam to be related to a specific religion.
At the begining you can chouse who your parents were all choises whit a significant roll in a post apocalyptic civilisation is the any plans on implementing crafteres as a choice in the futer?
Raising Blacksmith and Artisan is a hassle because there are so few things you can make that help you, but yes it does sound like you've had bad luck although making textiles wouldn't increase it, but the armor should have. Repairing your stuff you must take it to armor shop & spend money & time, or you must assign a Quartermistress with 50+ in science skill.
Artifacts are desireable to improve standing with some factions, in some cases, through the donation menu. They may have other uses but that one I'm sure exists.
Preachers Hall opens to more interaction during the end of the Michelle Wolfe "worth pursuing?" quest from asking about her background & hopes after she reaches high affection.
Aesir Tribe / Warrior's Hall is in fact a religious building, of the Aesir faith. It might be locked out if you've chosen a religious enemy to the Aesir, Catholic & maybe Muslim, are hostile although I'm playing Aesir faith & no problem supporting the Great Mosque
I see is this a really reply but I hope it helps you or someone.
What is considered a "good" level for a skill? I feel like all my skills are around 70 but still either never succeed on rolls or are like 50% affective. The game is set to the lowest difficulty and the dice rolls are the middle option. I can't really level my skills up anymore since I read every book and did every class all of which can only be done once. Am I doing something wrong or is there a more consistent way to level skills??? Also, as a side note I turned off aging but had a kid. Is there just no way to age them up? They kind of just fill a household spot uselessly now.
1) There appears to be a bug that drains $$$ that kicks in after a certain amount of progress has been achieved. For example, when I check 'Manage Economy' at the current point in my game, I'm at -$77/day. I click End Day and $266 disappears from my finances (with no events happening to explain the extra $ loss).
2) I feel the greatest strength of the game is how open-world it is. Especially to begin with, there are so many options available. I would suggest that to improve this, and to keep options open late in the game, you could add a gambling minigame or two, where players can wager either money or crafting parts, with the option of wagering higher stakes as the character becomes more influential. There were some excellent, replayable minigames in computer games of the past, such as Arcomage in Might and Magic VII/VIII - which strikes a fine balance between strategy, luck and unpredictability. A current MMO, Renaissance Kingdoms, implements a Texas Hold 'Em poker option within its taverns. Perhaps something similar could be implemented to enhance MoR?
3) Gameplay gradually becomes more repetitive, and you end up having to grind in the arena to build cash or grind in the crafting skill to produce items. To produce more variety in encounters later in the game, I suggest adding more random NPC spawns at different places on the map, with greater variety in rewards (e.g. crafting parts, ammo, armor, tendstims, books to raise academic skills/intelligence, serums to inject slaves with that increase/reduce certain stats).
Overall, this is one of the best, if not the best, RPG I've ever played, and I look forward to its completion.
Thank you for your suggestions and kind words!
About the money bug - have you ticked "Auto Buy rations: On"? In that case, an additional amount of money will be deducted when you go out an purchase food for the assigned daily food price that is calculated during the Conclude Day events. Price for food is not included in the Economy overview because the price has not been set yet.
A suggestion, I'm aware a lot come in, & maybe there's something I don't know but here goes:
Make merchandise into a low level (combat knife/whipping cane level) craftable item. In my thinking it'd take scrap metal & scrap cloth, perhaps 5 of each makes 10 merchandise, or 20, something along this line.
The reasoning is, the inability to make or buy merchandise is really counterintuitive given that it's the primary faction request of the Industry & Trade factions (Catholic & Muslim). Again maybe I'm missing something but from anything I can see, Aesir benefit to some degree under the craft system. You can make swords & rifles, even if slave raiding is generally going to get you farther, faster, you can use craft to do something helpful pretty early on if you feel like it.
Catholics *can* get to gold necklace, but that's hundreds or even thousands of combat knife unless you save & reload over & over again which rapidly kills immersion, & Muslims have zero crafting or trade options. I do understand selling hides to Drenner village is a means to get the resources they ask for, which is why I was thinking scrap metal as a component, it adds another level of value to scavenging in keeping with the seeming sense that survival skill is intended to be important to these factions.
So in summary, unless it'd somehow break something else, adding one button worth of coding would add additional potential playstyles for crafting, scavenging, & two major factions, so I'm hopeful this isn't one of those suggestions that asks you to use time on a niche thing 95% of people will never see.
It might also be fun if the orphans had a rng to give you merchandise they made when you come to visit, after you upgrade the Building level to max but that's a bit off-topic.
All of this having been typed out, hopefully it's coherent without begin overly wordy. If you (Grimdark) do read it, thanks you for such a great game, I'm really happy I came back to it.
One final note, I'm playing Aesir with very solid control of the faction, so if there are quests or something that does everything I just said which require being a member of the religion, I'll feel silly & not be too surprised, this game gets alot right. :)
I get lost so easily, with both following quest lines and the gameplay loop itself, It is a great RPG but I feel as tho something is lacking. Maybe a better traveling system or maybe some type of guidance system for newer players. I died more times in first 1 hour of the game than any other. making money is fairly easy but its hard to know when or why a certain quest line/ investment gets disabled. Maybe adding in a little tab that shows how doing something might effect relationships. Overall great game, I get lost in time playing this but at the same time I feel as tho most of that time is either spend grinding money or wondering around the world aimlessly, hopping I run into something. Another thing is that when you read quest or any type of story progression, they mention names like i know them . I feel as you should add in a system where you can click on a quest and make that quest into your top priority, so that all times you know where the next location is at. (something like a small square message on top right saying big max is at the docks go meet em). ALSO some quest lead to game over, because you can't prepare at all, due to you not konwoing that quest has enemiess, espically for first time players.