Sinathir 0.32 - Morality system


This patch adds one simple thing. Basis of the morality system. This version should be compatible with previous saves.

The way you get used to killing or using drugs is the main thing that changed. Now you can reverse this process by changing your morality standing. You can be good, evil and anything in between.  As you do certain activities, your moral alignment will change. As it reaches certain values, you will get new perks / traits. For example, first evil trait is no mood penalty for killing animals. First good trait gives you 5% shop discount (These perks are a work in progress. I will replace some of these as the game gets more developed).


Remember. You can gain these perks, but also lose them. If you do only good things but decide to start causing trouble later, you will lose your good perks as your morality gets lower. Same goes for the oposite. Doing good deeds will remove your bad perks.

Good deeds are: Completing notice board quests, working, chatting with NPCs, killing abominations

Bad deeds are: Killing animals, killing humanoids

Again, this system is not finished. There will be more ways to change your alignment (Finishing normal quests, using spells and so on).

All perks, except for one, should work. The unfinished perk should hint at what's comming next.

I mainly want to use this system in the future. My plan is to remove the ability to pick moral choices. Instead your character will pick on her own. And since being good or evil is a value between, -100 and +100, I will have enough freedom to make choices make sence.

For example, someone asks you to kill a defenceles old man. Your morality is -20, which makes you slightly evil, but not evil enough to do something like that so you refuse. If you had morality -70, you would accept. Another example. You see a group of people getting attacked by mutants. There is a lot of them and it will be a hard fight. You have morality +20, which makes you good, but not good enough to risk your life for some strangers. If you had morality +70, you would rush to their aid, even if it meant your own death.

This will affect moral choices only. Choosing dialogue topics for example will still stay the same.

That's it for now. This has been a bad month and I hope to pick up the pace with the updates again. If you find any bugs, please report them.

See you soon.

Full changelog:

  • Added morality system together with 20 (19 working) perks.
  • Fixed some elements of the work window not disposing properly.

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Comments

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Oh crap, now you have to be "evil" to not get a mood penalty for killing?  I was wondering why constantly killing things (to the point where characters were telling me I was used to killing things) wasn't helping with mood (I was wiping out my kills by doing even more good deeds).  That makes the "Psychopath" trait extremely important.

It's a double edged sword. You won't be losing any mood for killing if you pick the psychopath trait, but you will never get any bonuses either. 

Without it, you will get heavy penalties at the start, but these will get lower with time and will even turn into actual bonus to mood if you get evil enough.

...but the net effect of all the things I'm doing (killing everything I can, talking to everyone, doing as many quests as possible... i.e. completionist behavior) seems to be to gain Good, not Evil; and I generally prefer to be Good in games anyway.  So I'm only going to get the Good perks, not the Evil perks.

The morality gain is pretty barebones and it is skewed heavily to being good. You get good points for talking and what not, but mainly for killing abominations, which are much more plentiful than humanoids and are placed in areas with better loot, so the average player will naturaly kill more abominations than humanoids and thus never get enough evil points to get these perks.

There are more ways to get evil points. Doing drugs or drinking alcohol is one of them and refusing to help strangers in random events should also give you negative points.

That said, being good is still quite benefitial, especialy when you take into account what I said at the start, because good perks actualy lower the mood penalty you get from fighting abominations, which didn't happen in previous versions. So you can kill some humanoids and then kill some underground enemies to get your mood back.

...oh, it's just killing humanoids and abominations that change my morality?  THAT'S my problem... I've been just killing all the animals (including most the spiders in the mine, still can't handle killing all of them in one day) and hoping to get "used to killing" just off those -1 morale kills.

Negative morality is gained by killing humanoids (kobolds, bandits, swamp orcs), killing animals (Boars, scavengers, cave crawlers, wild dogs, boglings), drinking alcohol, smoking, doing drugs, rejecting to help random event NPCs.

Again, this is because the system is, like most systems in the game, unfinished. To be evil, you pretty much have to avoid doing a lot of activities, because they raise your morality. Being good on the other hand is quite easy, since you get good points for pretty much anything and abominations are easy to grind. 

All of this will change in future versions as there will be more ways to be good or evil. I will also add some kind of perks that affect your morality in some way.