#Proposal for Improving the Sin System

1 messages · Page 1 of 1 (latest)

flint wyvern
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Problem:
Currently, when a follower accumulates 3 Sins, they automatically “leave,” which is rigid and doesn’t allow for strategic planning.

Solution – Probability-Based System:

Chance of Leaving: Each follower has a visible indicator showing the probability of leaving, which increases with the amount of Sin they’ve accumulated.

Randomness & Strategy: Leaving is not automatic, but probabilistic. More Sin → higher chance of leaving.

Reset or Reduce Risk: Players can lower the chance of a follower leaving by:

Using Confess (restores loyalty)

Increasing loyalty through other means (rituals, gifts, etc.)

Benefits:

Players must balance Sin farming with loyalty management, adding strategic depth.

Visual indicator lets players plan ahead.

Reduces frustration from sudden follower loss after 3 Sins.

Summary:
This system would make Sin farming and follower departures more interactive and strategic, rather than a rigid “3 Sins → leave” mechanic.

polar kettle
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oh my god YES. one of my followers keeps drinking every time I open the drinkhouse and then immediately damning himself and I have to go rescue him every single time; literally any way to mitigate that outside of manually assigning every single drink every single time would be appreciated

flint wyvern
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thx

mighty cape
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Heck, even the current three-strike system wouldn't be so bad if there was some way of removing/resetting those strikes. A cooldown, a ritual, a consumable, a necklace, a procedure at the exorcism altar...

jaunty dock
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Mhmm! I mean, sure, you COULD make sure to rotate through your followers for Sin production, but it's not very well-explained for first-time players.

polar kettle
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I agree that maybe using the confession booth to lower their sin counter by 1 or something would be nice. and...having some visual indicator of how many times sin has been extracted to avoid accidental damning

covert chasm
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Please yes

I feel so bad every time ||River Boy|| gets damned just because he gets extra sin in the drum circle.

Let our boy dance SCGbigsad

bitter crest
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I NEED THIS
I accidentally had my best follower leave because I used them to generate sin and had no clue about the mechanic where they just leave. I accidentally damned my lover and i felt a wave of anxiety as they said they hated me and that they would see me in the next life

mighty cape
jaunty dock
mighty cape
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I distinctly remember testing it. The wiki is flat-out wrong there.

jaunty dock
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Then update the wiki.

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A wiki page with false information is worse than a wiki page with incomplete information or even no information at all.

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Actually, scratch that, I'll do it.

mighty cape
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I don't have an account on there, and don't plan to

covert chasm
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Thank you for updating it!

flint wyvern
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do yout thing that masive monster will add this suggestion?

jaunty dock
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Well, they've already tweaked it from the classic three-in-a-row-and-they're-autodamned, so I don't see why they wouldn't.

deep lake
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Agreed. I just found out getting damned also cancels out follower marriages and they lose the happily married trait + spouse gains grieving widow trait. As if they actually died. Very annoying.

mighty cape
jaunty dock
deep lake
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does it "cooldown"? or does that chance just keep rising forever?

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ive tried testing and it gives me mixed results. some followers seem to be less likely to get damned after i leave them alone for awhile
others seem to get damned instantly no matter how long i let them cool off

visual shale
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The woolhaven update already changed sin to be a probability based system, with perks like pure of heart reflecting that.
The wiki is also recently updated to mention that.

mighty cape
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The wiki was wrong about it being tied to consecutive sins vs. total sins before. Is the chance actually determined by consecutive sins now, or still total like the three-strikes system?