Everyone wants their role to be added. This isn't for everyone.
While lucid is actually active at present, this thread is for fixing roles and mafia-related features. Improving the game itself is more important than adding a bunch of role clones.
Can we discuss Cthulhu's win condition? It seems to be a fairly popular role for closed setups, yet it can only win with cult. Could you possibly make it so it wins in a 2way(displaying "cult wins", just as if there was a single cultist won)?
you'are* also I think cupid only wins if the two players are from separate alignments. I was playing earlier and cupided two town players. Both were alive at the end of the game (town won) but I didn't win as cupid. I don't know if that is a bug or not.
Please don't make the mobile app IOS exclusive, also allow us to add custom maps for graphical mode or if that's not possible atleast let us walk around the entire screen rather than a small part of it.
-Bleeder message pops up at start of the new day when hit at night
-Wolf can survive famine by eating people
There's also the bug where cult becomes unstoppable if their leader vegs or sometimes vested/docced recruits survive when their leader gets nightkilled
Also, a chef meeting will sometimes show the chef message at the bottom of the previous day instead of the top of the night it takes place, is that an easy fix?
Along with that Mistletoe shows the mistletoe result from the previous night, I don't know if that's intentional or not but it'd be nicer if it was shown at the top of the day with the rest of the system messages, instead of at the previous night. Same for bleeder who's attacked at night.
deletedabout 8 years
From the last thread I suggest Cthulhu also jumble sentences into capital letters and numbers
deletedabout 8 years
Eh, retract my previous post. Cub makes a good point. Clockmaker is basically a beefed up killer and impending it would be more fair
given that change, the following will become true:
clockmaker's fastest win requires killing all 3 mafia, followed by 2 mafia and 2 town, followed by 1 mafia and 4 town, followed by 6 town, making clockmaker win at most on the 3rd day and pitting it against town in the mafia hunt
clockmaker gains an extra life if it kills third party the first night, making sidekick a useful sacrifice and also giving it a chance to gain an extra life if it's roleblocked the first night
otherwise, clockmaker has to avoid third parties which adds challenge and makes it require actually paying attention to your clock
all of these things balance clockmaker way more than it currently is, which is n1 wins or the meta being 2 town 1 mafia to reach 12
i'd also keep clockmaker's win-if-alive condition given it's harder now
deletedabout 8 years
6 hours means anywhere from 3-6 kills, it'll unbalance it in smaller setups. Not that it's used much in them anyways, but maybe make clockmaker start at 7 or 8 instead.
Suggested change: clock starts at 6, wins on 12, dies on 9, life on 3 - killing town adds 1 hour - killing mafia adds 2 hours - killing third removes 3 hours