Cassidy
Arcane
While the fact this is a Flash game has very annoying consequences related to its saves and that during some in-game CYOA-like sequences I intend to post as choices for you to make it's impossible to save, this would be a very interesting game to showcase here, specially because there will be really a lot of possibilities and choices, cannibalism included because this game has a bleak post-apocalyptic survival setting, which fits well with the average life expectancy of player characters in the same.
I'm using EXE Patchwork mod compilation which features several mods that together add more items and crafting while making the game somewhat more challenging than vanilla.
I consider it now the best CRPG of 2014 despite using Flash as an engine and, more surprisingly, despite being developed by someone formerly involved in Dragon Age and Mass Effect, which is an evidence "focus group research" and shitty execs are the biggest culprits for the Decline rather than anyone in the "assembly line" of AAA game development.
As a roguelike it naturally has permadeath. I'm not yet decided about how many retries I will do here, but I would rather you do not post in favor of obviously stupid approaches, although in some cases in this game, the bad choice isn't obvious at all.
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Index
- Character Creation(here)
- Cryonics is a bad alternative to building one's own prepper bunker
- A small yet perhaps serious threat
- Dogemeat
- Cold Turkey
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Character Creation
Soundtrack: Coalesce
Post your choices for character creation, you may also pick Random if you really want to, but that might make the life expectancy of the first PC go seriously down depending on what is randomly selected. Basically you got 15 points to spend and the numbers I quickly shopped on the abilities are how many points each costs while the numbers on the flaws are how many extra points each of them gives. Some of the abilities and flaws were added by the mods while some are vanilla. In any case, if you don't want to try blindly, here an explanation for each, but if you want to go blindly, all I have to say is: while some of them fit the survivalist conventions more than others, none of the abilities are useless and recklessly picking flaws for extra points isn't such a good idea. You can't just easily minmax in this game.
One of the details that make NEO Scavenger unique is that there is no "this weapon deals x damage", numerical stats are avoided whenever possible, but it doesn't take a genius to know a shiv sucks compared to a real knife, for example. You gotta figure which is better and why regarding equipment on your own. I'm not going to add much more than what the game tells about the abilities and flaws too, here they are:
ABILITIES (COST IN POINTS)
Strong (6): Can carry more without being encumbered, melee attacks deal more damage and can create obstacles in combat against pursuing enemies.
PackRat (3): You are more efficient at carrying everything that isn't nailed down
Hacking (2): Skill at manipulating computers. Decrypted data from scavenged computers might be extremely valuable in remaining pockets of civilization.
Medic (4): Improved healing rate via procedure training and sterilization techniques, more detailed stat bars on (Medical) Conditions screen. Proper identification of extremely valuable prescription drugs.
Hiding (2): Ability to hide is more effective. Camp concealment stat visible in the Camp screen. A low camp concealment implies a serious risk of someone or something possibly hostile spotting the Player Character while he sleeps in his camp.
Melee (4): Better chance to hit in melee combat, higher wound severity, better defense in combat and can leg trip enemies, knocking them on the ground if successful.
Eagle Eye (2): Can see one hex further than normal, light conditions permitting, and can detect some hidden things that otherwise would end unnoticed.
Tracking (1): Can hide and spot tracks effectively and gain benefits from terrain bonuses in combat.
Athletic (3): Less fatigue per move, can run faster in combat, can run further on map.
(Slow) Metabolism (2): Requires less food and water to survive but takes longer to heal wounds
Knitwit (1): Bags can be easily patched up. Almost everything deteriorates in this game and when the condition of a bag reaches 0%, it is lost and all items stored in it fall to the ground.
Tough (4): Higher pain tolerance, stronger immune system, resistance to wounds and can headbutt in combat.
Trapping (4): Can butcher animals more efficiently, prepare cured meat, lit campfires or torches without tools invented after 40000 BC. Knowledge of the camp alertness level which indicates how likely you are to wake up if an intruder gets into your camp.
Botany (4): Knowledge of herbs, fungi and useful plants. Allows you to identify which are edible and which are poisonous and to locate more of them in wilderness areas.
Lockpicking (3): Knowledge of bypassing locks and other security devices. Increases loot from scavenging in general after you manage to craft some lockpicks.
Electrician (1): Knowledge of electronic systems and components. Adds some new handy crafting recipes, allows for some components found in possible shelters within urban ruins such as lighting and perhaps heaters to be fixed.
Mechanic (3): Knowledge of mechanical systems and components and know how to craft and take care of vehicles (not automobiles, but "vehicles" as in shopping carts to carry the loot in)
Ranged (4): Skill with ranged weaponry. Crafting knowledge of makeshift bows and arrows. Firearms ammunition correctly identified instead of being "some bullets".
Tailoring (2): Knowledge of the use of needles and thread. Can repair most clothing types and even some simpler backpacks, "convert" T-shirts into shirts for better protection against the cold and more DYI crafting options for clothes.
Fishing (2): Knowledge of catching and preparing fish. Crafting of fishing equipment.
FLAWS (BONUS POINTS)
Insomniac (1): Difficulty in stay asleep, and sleep is less beneficial.
Minimalist (3): You don't carry more than you need. Opposite of PackRat.
Myopia (1): Can see one hex less than normal and detecting hidden creatures is harder.
(Fast) Metabolism (2): Needs more food and water to survive, heals wounds slightly faster.
Feeble (4): Melee attack effectiveness is lessened, can carry less before getting encumbered.
Fragile (4): Physical wounds, pain and infections are more severe to you, healing is slower.
Inept (1): Melee attack effectiveness is lessened.
Enervated (2): Out of shape, fatigues faster than usual.
Sleeper (1): Reduced awareness when sleeping. Less likely to be woken by noises from intruders. More likely to be killed while sleeping if not very careful.
Asthmatic (3): Suffers from sporadic asthma attacks, which have a small chance to go worse and a smaller chance to be fatal unless the PC scavenges medication and/or an inhaler first.
Smoker (1): Constantly craves cigarettes and will get withdrawal effects if not satisfied with one or two per day.
Alcoholic (1) Constantly craves for alcohol and will get withdrawal effects if not satisfied often enough.
Therefore, post your character builds and/or vote for already suggested ones.
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