Iavra

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I propose an Ironman difficulty with added Permadeath :p
 

Matseb2611

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Nider: Thanks. Updated that now.

Lavra: Lol. As much as I would like to add that, it will cause problems with the plot, since all characters are important for the story one way or another.

I have done a permadeath feature in my dungeon crawler, Harbingers of Woe, on hardest difficulty though, since that one is more about fighting and less about story.
 

DoubleX

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Nider: Thanks. Updated that now.

Lavra: Lol. As much as I would like to add that, it will cause problems with the plot, since all characters are important for the story one way or another.

I have done a permadeath feature in my dungeon crawler, Harbingers of Woe, on hardest difficulty though, since that one is more about fighting and less about story.
Then I'd propose an extreme and idiotic "cure" - instant game over when an actor dies lol(joking of course)

Then 1 more thing(which is permanent) will be added into the objective list - Always keep all actors alive(again, just saying)
 
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Iavra

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Nonono, individual actors may die and be revived later, but once the party wipes the game deletes all savegames belonging to the current playthrough (can be identified by adding a unique id to $game_system on game start. Timestamps are usually good for this) ^^


The problem is, of course, that people will start exporting their savefiles and reimport later ;)
 
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DoubleX

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Nonono, individual actors may die and be revived later, but once the party wipes the game deletes all savegames belonging to the current playthrough (can be identified by adding a unique id to $game_system on game start. Timestamps are usually good for this) ^^

The problem is, of course, that people will start exporting their savefiles and reimport later ;)
So players can falsely claim they've beaten the Ironman difficulty even when their parties experienced lots of deaths lol

Now, my jokes about how to counter:(Really, just don't take them seriously XD)

1. Generate an unique id for all save files in the same playthrough(so that id would be generated for each new game and stored in the save files)

2. Copy that unique id to the game database itself(.rvdata2 files), and add a flag to indicate whether the permanent death of the playthrough with that unique id has been triggered. If that's the case, all save files having such ids will be deleted instead of loaded.

Oh wait, smart people can then backup the game database itself instead. So unless there's a server checking all the existing Incitement 2 copies(so when starting the game, it'd connect to that server, and the unique id with its flag will be stored in that server instead), it's impossible to stop players from cheating.

Of course, Incitement 2 would then need scripts to connect to the server, so the game can give the save file unique ids to that server(with read/write commands specified), and receive their flags results from that server for the read case. A rather powerful server would also be needed, as those unique ids with their flags need to be permanently stored(you've no way to check if all save files with those unique ids are permanently gone for all Incitement 2 copies).

Well, no one would ever overdo stuffs to this extent just to stop some players from falsely claiming they've beaten the Ironman difficulty, especially when it's a free game while maintaining that server would cost money :)

On a side note: That's why I'm generally against using "deleting save files when some conditions are met" at all. It can be easily countered in most cases, and eliminating all those counters would most likely end up with ridiculously overdoing stuffs.
 
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Iavra

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Yeah, i considered doing always-on, but i guess that's just a tiny but too oversized just for implementing a new difficulty :D
 

Matseb2611

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Lol, it's crazy. Stuff like that just needs to be planned from the very start of game development. For example, in Harbingers of Woe, I reserved permadeath for the highest difficulty, which also disables saving completely, but since that one is just a 2 hour game, that's not so bad. I guess even this can be cheated. Players can simply hack past the game's encryption, then open it in RM, enable the save, and then play it.

Edit: The only sure way proof is to do an LP of the entire game!
 
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DoubleX

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Yeah, i considered doing always-on, but i guess that's just a tiny but too oversized just for implementing a new difficulty :D
Haha, yes :)

I think only few games might ever warrant considering that level of save file cheating counters. It's as if the players were taking extremely serious and vital final year projects that will drastically affect the rest of their lives lol

Lol, it's crazy. Stuff like that just needs to be planned from the very start of game development. For example, in Harbingers of Woe, I reserved permadeath for the highest difficulty, which also disables saving completely, but since that one is just a 2 hour game, that's not so bad. I guess even this can be cheated. Players can simply hack past the game's encryption, then open it in RM, enable the save, and then play it.

Edit: The only sure way proof is to do an LP of the entire game!
Unfortunately, Incitement 2 is too long to disable saving entirely.

If the game's encryption's hacked, then nothing can stop them from cheating. So when talking about countering cheats, it's usually about some other cheating means.

Even LP can be fooled, if the players are video editing experts(Unless it's livestream, but livestreaming the entire Incitement 2 would be too long XD)
 
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Matseb2611

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Yeah. They'll need to do it as a live recording and play the whole game in one sitting. XD
 

DoubleX

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Yeah. They'll need to do it as a live recording and play the whole game in one sitting. XD
Then it'd be truly Ironman - Not for beating the Ironman difficulty, but for completing the whole livestreaming itself :guffaw:
 

JoeFatherBr

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Thank you, JoeFatherBr. Glad to hear you're enjoying the game and think it's better than the first. :D Yeah, I quite like adding that effect of lower map/floor as parallax background. It gives some depth to the map.
My friend all good!

I am the last game site, really cool so far.

Then I have to find a way to buy the III in the series.

 

Big hug!
 

Matseb2611

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Thank you very much. The 3rd one is 50% off at the moment on Itch.io, though it'll most likely go on various discounts in the future as well, so there's no rush. Hope you enjoy the finale mission of Inc 2. :D
 

JoeFatherBr

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Thank you very much. The 3rd one is 50% off at the moment on Itch.io, though it'll most likely go on various discounts in the future as well, so there's no rush. Hope you enjoy the finale mission of Inc 2. :D
My friend,

 

Closed the second episode, it was show the ball! Excellent!

 

I took your advice and bought the third episode discount is already installed on my PC.

 

Renovated hugs!

legal.png
 
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Matseb2611

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Wow awesome. Thanks for playing. I hope you like the 3rd one as much as the first two. Here is its topic here in case you want to make any comments about it. :)
 

Matseb2611

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All right. As I mentioned already on Incitement 1's page, the update for this game was also coming. So here it is. It's not as big of an update as the first game, but still had a fair few things changed. Some sprites, sound fx, and scripts have been taken out and replaced with other alternatives. Also added a window resizer and brushed up on some dialogue. So it's now v1.4. It's going to be included on Steam as free to play soon too.

Here are the links:

Non-RTP version (~ 174 MB) - Get it here

RTP-inclusive version (~ 360 MB) - Get it here
 

MorteTorment

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This game is great. I played through it about 6 months ro so ago, can't recommend it enough.
 

Matseb2611

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Hey there, Morte Torment. I do remember you commenting on the game's RMN page. Thank you so much. I've immortalised your quote on Incitement 3's topic among the fan feedback of the first two games.
 

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