History VideoGame / FallenLondon

20th Oct '17 5:17:30 PM HTD
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** Getting banished from the Empress's Court is required to unlock the Foreign Office and Port Carnelian, but it permanently locks you out of the Court so you'd better complete all the tales and romances you want to in there before you start wrecking your reputation.

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** Getting banished from the Empress's Court is required to unlock the Foreign Office and Port Carnelian, Heartscross House, but it used to permanently locks lock you out of the Court (in older versions of the game, there was no way to get back) so you'd you had had better complete all the tales and romances you want to in there before you start wrecking your reputation.



* PersonaNonGrata: You are permanently banned from entering the Empress' Court after finishing its main story. This is also one of the possible endings of the University storyline, though in this case it's not permanent and you'll eventually be welcomed back.

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* PersonaNonGrata: You are permanently banned from entering the Empress' Court after finishing its main story. This is also one of the possible endings of story, or the University storyline, though in this case it's not permanent and you'll eventually be if you choose to accuse the [[spoiler:Provost of Summerset College]] of the murder you've been investigating. Getting welcomed back.back is not easy.



** Need a Classic Short Story to [[spoiler:throw down the Well for St Cerise's Candle when Seeking the Name]]? You'll need to pass a Potential check which can only be attempted after the story's Potential passes 200, but raising a story's Potential past 150 can only be done by sacrificing two items: Compilations of Case-Notes (2 Potential each and available in extremely limited numbers) and Trade Secrets (25 Potential each, available once per real life month), meaning that meeting the prerequisites for the check itself will take at least 2 months. And when it comes to taking the check, 200 Potential only translates to a 60% success chance, and a failure means wasting everything you've sacrificed to write the story - be prepared to sacrifice a lot more items and wait for 2 months to gamble again. It's posible to avoid the gamble by raising the story's Potential to 334, though you will need seven months (!) for seven Trade Secrets as well as every single Compilation of Case-Notes you can find in the game. And it says something that this is still the least painful non-Fate, non-event-locked way to [[spoiler:obtain St Cerise's Candle (for the record, the alternates are an Overgoat, an Übergoat or seven Fluke-Cores)]].

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** Need a Classic Short Story to [[spoiler:throw down the Well for St Cerise's Candle when Seeking the Name]]? You'll need to pass a Potential check which can only be attempted after the story's Potential passes 200, but raising a story's Potential past 150 can only be done by sacrificing two items: Compilations of Case-Notes (2 Potential each and available in extremely limited numbers) numbers outside Election) and Trade Secrets (25 Potential each, available once per real life month), meaning that meeting the prerequisites for the check itself will take at least 2 months. And when it comes to taking the check, 200 Potential only translates to a 60% success chance, and a failure means wasting everything you've sacrificed to write the story - be prepared to sacrifice a lot more items and wait for 2 months to gamble again. It's posible to avoid the gamble by raising the story's Potential to 334, though you will need seven months (!) for seven Trade Secrets as well as every single Compilation of Case-Notes you can find in the game. And it says something that this is still the least painful non-Fate, non-event-locked way to [[spoiler:obtain St Cerise's Candle (for the record, the alternates are an Overgoat, an Übergoat or seven Fluke-Cores)]].



** Once you become a Person of Some Importance, you can come back to the four starting locations (Ladybones Road, Spite, Veilgarden and Watchmaker's Hill) and do the Unfinished Business carousels, which are suitable for characters with 100+ in the respective attribute, compared to the <70 of the rest of the content in each place. In addition, the On a Velocipede Squad (for characters with 120+ Dangerous) and Affair of the Box (for characters with 120+ Shadowy) stories also take place in Ladybones Road and Spite, respectively.
** Similarly, most of the Forgotten Quarter and Flit content are suitable for characters with 60-100 Watchful and Shadowy (respectively), except for the War of Assassins story (for characters with 120+ points in at least one attribute). Additionally, two of the Forgotten Quarter expeditions (the Fate-locked Gallery of Serpents and the story-related Cave of the Nadir), due to their difficulty, are more suitable for characters with higher Watchful (and characters with less than 100 Watchful aren't likely to have been around long enough to even learn about the existence of the Cave of the Nadir).

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** Once you become a Person of Some Importance, you can come back to the four starting locations (Ladybones Road, Spite, Veilgarden and Watchmaker's Hill) and do the Unfinished Business carousels, which are suitable for characters with 100+ in the respective attribute, compared to the <70 of the rest of the content in each place. In addition, the The On a Velocipede Squad (for characters with 120+ Dangerous) and Affair of the Box (for characters with 120+ Shadowy) stories also take place in Ladybones Road and Spite, respectively.
respectively (both starting locations for Watchful and Shadowy).
** Similarly, most Most of the Forgotten Quarter and Flit content are suitable for characters with 60-100 Watchful and Shadowy (respectively), except for the War of Assassins story (for characters with 120+ points in at least one attribute). Additionally, two of the Forgotten Quarter expeditions (the Fate-locked Gallery of Serpents and the story-related Cave of the Nadir), due to their difficulty, are more suitable for characters with higher Watchful (and characters with less than 100 Watchful aren't likely to have been around long enough to even learn about the existence of the Cave of the Nadir).Nadir).
** The Empress' Court is unlocked from the Shuttered Palace as part of the Making Your Name story, and is suitable for characters with 85-110 Persuasive. Completing the main story there and you'll end up banished from the Court, but also gain access to the Foreign Office and Port Carnelian. Spend six terms at Heartscross House governing Port Carnelian and you can ask for permission to return to the Court, where you'll be able to take on new works of art and strive to become London's Poet-Laureate.
20th Oct '17 10:31:30 AM Lemia
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** The final part of the Cheery Man and the Last Constable's story if [[spoiler:you fail the luck roll with the game which causes the character you were supporting to be KilledOffForReal. The worst part is that even if you rig the game to make the odds more in your supported character's favor, they can still lose]].

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** The final part of the Cheery Man and the Last Constable's story if [[spoiler:you don't rig the game beforehand and fail the luck roll with the game for it which causes the character you were supporting to be KilledOffForReal. The worst part is that even if you rig the game to make the odds more in your supported character's favor, they can still lose]].KilledOffForReal]].
18th Oct '17 2:38:05 PM Lemia
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Added DiffLines:

** The final part of the Cheery Man and the Last Constable's story if [[spoiler:you fail the luck roll with the game which causes the character you were supporting to be KilledOffForReal. The worst part is that even if you rig the game to make the odds more in your supported character's favor, they can still lose]].
1st Oct '17 2:37:48 AM Jubileus57
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* RollAndReelRepurposed: The Fisher Kings are [[StreetUrchin Street Urchins]] that use fishing rods to steal goods from unsuspecting passerbyes.

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* RollAndReelRepurposed: RodAndReelRepurposed: The Fisher Kings are [[StreetUrchin Street Urchins]] that use fishing rods to steal goods from unsuspecting passerbyes.
1st Oct '17 2:37:17 AM Jubileus57
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Added DiffLines:

* RollAndReelRepurposed: The Fisher Kings are [[StreetUrchin Street Urchins]] that use fishing rods to steal goods from unsuspecting passerbyes.
20th Aug '17 1:34:02 PM MrUnderhill
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Added DiffLines:

* CleverCrows: Ravens are available as pets, and they come in both black and white varieties depending on whether you feed them blackmail material or mysteries, respectively. Most still feed on carrion, but they sing like nightingales according to the FlavorText, and some even aspire to poetry. [[spoiler: White ravens even have some aspects of ThePhoenix, as you might be fortunate enough to witness your Dreamy Raven Advisor [=turn/burn=] itself into a Mystic Raven.]]
16th Aug '17 8:16:22 AM MrUnderhill
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** Failing to locate an Impossible Theorem will give you so many CP of Wounds to take you from zero to 11 Wounds instantly. Be prepared for a very long trip with the Boatman.

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** Failing to locate an Impossible Theorem will give you so many CP of Wounds to take you from zero to 11 Wounds instantly. [[ThereIsNoKillLikeOverkill Death usually occurs at 8 Wounds.]] Be prepared for a very long trip with the Boatman.
13th Aug '17 2:27:03 AM Jubileus57
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* TheyChangedItNowItSucks: The Favor System. First and foremost, grinding to strengthen connections is rendered ten times as time-consuming, as you require rare opportunity cards and long quests to farm Favors (consumable, one-time assistance), which require an increasingly excessive shopping list and a full stack of favors to trade for Renown (which is used to get rare equipment, access to some one-paragraph storylets, and NOTHING else). Second, simple trades of goods require precious favors, which turned a simple dip in connections into an expensive barrier between third (.5 echo), fourth (2.5 echo), and fifth (12.5) tier items. Third, detrimential, undiscardable opportunity cards may pop up and stay in your deck until you agree to sacrifice one entire collection of favors(these were formerly discardable). And fourth, any and all connections you previously, painstakingly acquired equate to SEVEN renown.
13th Aug '17 2:20:07 AM kome360
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Added DiffLines:

* TheyChangedItNowItSucks: The Favor System. First and foremost, grinding to strengthen connections is rendered ten times as time-consuming, as you require rare opportunity cards and long quests to farm Favors (consumable, one-time assistance), which require an increasingly excessive shopping list and a full stack of favors to trade for Renown (which is used to get rare equipment, access to some one-paragraph storylets, and NOTHING else). Second, simple trades of goods require precious favors, which turned a simple dip in connections into an expensive barrier between third (.5 echo), fourth (2.5 echo), and fifth (12.5) tier items. Third, detrimential, undiscardable opportunity cards may pop up and stay in your deck until you agree to sacrifice one entire collection of favors(these were formerly discardable). And fourth, any and all connections you previously, painstakingly acquired equate to SEVEN renown.
8th Aug '17 9:19:43 AM HTD
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** When Seeking Mr Eaten's Name, at the [[spoiler:nightmare version]] of Mrs Plenty's Carnival, you have the option to spend 50 Fate for a ride ABOVE THE NEATH. The game warns (in very plain terms) that there's no interesting flavour text for you to read, your character will die, and you'll spend the Fate for nothing. And people have done it. It [[spoiler:does not actually make your character unusable, but anyone doing this will be rewarded with the unique quality Scorched by the Sun]].



** The best transport item is the Ratwork Velocipede, acquired at the beginning of the Spinning of the Wheels premium story, which costs 25 Fate. Those who wish to maximise their Shadowy or Persuasive might be interested in the Thoroughly Cowed Pony and the Heartwood Hearse, both of which are event-locked ''and'' cost 30 Fate.
** The best home comfort item is the Shrine to Saint Joshua, exclusive to Midnighters (a tier 3 profession). For non-Midnighters, the best ones in terms of attributes are the Great Game, Oneiric Key and Beatific Stone, all of which give 8 points to an attribute and require 40 Renown for (respectively) the Great Game, Bohemians and Church. Meanwhile, the only BDR-giving home comforts are exclusively available during December and cost 30 Fate each.

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** The best transport item is items are the Ratwork Velocipede, acquired Velocipede (acquired at the beginning of the Spinning of the Wheels premium story, which costs 25 Fate. Those who wish to maximise their Shadowy or Persuasive might be interested in Fate), the Thoroughly Cowed Pony (event-locked, costs 30 Fate) and the Heartwood Hearse, both Most Humbling Expression of which are event-locked ''and'' cost 30 Fate.
Her Majesty's Esteem (the 40 Renown item for Society).
** The best home comfort item is the Shrine to Saint Joshua, exclusive to Midnighters (a tier 3 profession). For non-Midnighters, the best ones in terms of attributes are the Great Game, Oneiric Key Key, Gleaming Buttons and Beatific Stone, all of which give 8 points to an attribute and require 40 Renown for (respectively) the Great Game, Bohemians Bohemians, Revolutionaries and Church. Meanwhile, the only BDR-giving home comforts are exclusively available during December and cost 30 Fate each.



* NewGamePlus: Sort of. Currently, completing the "What the Thunder Said" dream storyline once will give you a special quality, "[[GrayEyes Stormy-Eyed]]", and reset your dream quality to zero. With Stormy-Eyed, you can go through the storyline again from the beginning, but use your Stormy-Eyed to interact with the dream in different ways and glean new information.

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* NewGamePlus: Sort of. Currently, completing accumulating enough points in the "What What the Thunder Said" Said dream storyline once will give story allows you to draw a special quality, card that grants the quality "[[GrayEyes Stormy-Eyed]]", and reset your dream quality resets What the Thunder Said to zero. With Stormy-Eyed, you can go through the storyline again from the beginning, but use your Stormy-Eyed to interact with the dream in different ways and glean new information.



** Once you leave them, it is impossible to revisit several Exceptional Story-related locations unless if you reset the story entirely: Caution, the Bleeding Forest, the Grey Vineyard and the Prison of Flint (in Flint), the Lifeberg (in Where You and I Must Go), the Wreck of the ''Pyres'' (in Our Lady of Pyres), the Persona Engine (in The Persona Engine), Henlys and the Gates of Hell (in The Twelve-Fifteen to Moloch Street) and the Century Exhibition (in The Century Exhibition). The Twelve-Fifteen to Moloch Street train itself is a Three-Time Dungeon, in that you board it three times during the eponymous story but can't revisit it without resetting the story either. The Silken Chapel, visited in an early Wolfstack Docks storylet is similar, minus the reset.

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** Once you leave them, it is impossible to revisit several Exceptional Story-related locations unless if you reset the story entirely: Caution, the Bleeding Forest, the Grey Vineyard and the Prison of Flint (in Flint), the Lifeberg (in Where You and I Must Go), the Wreck of the ''Pyres'' (in Our Lady of Pyres), the Persona Engine (in The Persona Engine), Henlys and the Gates of Hell (in The Twelve-Fifteen to Moloch Street) and the Century Exhibition (in The Century Exhibition). The Twelve-Fifteen to Moloch Street train itself is a Three-Time Dungeon, in that you board it three times during the eponymous story but can't revisit it without resetting the story either. The Silken Chapel, visited in an early Wolfstack Docks storylet is similar, minus the reset. Averted with Apis Meet (Flint) and Tanah-Chook (All Things Must End), which are permanently unlocked as new locations once the stories are completed.



* ViolationOfCommonSense: Redeeming the 40 Renown items for the Great Game and Bohemians require you to go insane to move to the Mirror-Marches. The corresponding items for the Constables and Criminals require you to die and go to prison (respectively), while being exiled to the Tomb-Colonies is actually the fastest way to grind Favours: Tomb-Colonies, as well as the place to redeem the 40 Renown: Tomb-Colonies item.

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* ViolationOfCommonSense: Redeeming the 40 Renown items for the Great Game and Game, Bohemians and Revolutionaries require you to go insane to move to the Mirror-Marches.Mirror-Marches (for the former two) or the State of some confusion (for the latter). The corresponding items for the Constables and Criminals require you to die and go to prison (respectively), while being exiled to the Tomb-Colonies is actually the fastest way to grind Favours: Tomb-Colonies, as well as the place to redeem the 40 Renown: Tomb-Colonies item.
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