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Game Updates: 11/28 - Investigation changes

By tehom on Nov. 28, 2018, 4:39 a.m.

Investigations will now require specifying specific search tags for clue matching as the "topic" rather than trying to match based on parsing the phrase. You can specify a list of tags, separated by "/", with any tags preceded by a "-" ruling out any clue that has that tag, and all other tags must be present for the clue to be found. For example, if you wanted to specifically find clues that were tagged with "Sylv'alfar", "spellsinging", and not tagged with "Skald", you would set the topic to "Sylv'alfar/spellsinging/-Skald".

If a clue isn't found, you'll be notified when you attempt to create the investigation. You'll be charged a large amount of AP with a confirmation to accept, and if you do so it'll create a placeholder clue for GMs to fill out on the topic represented by the tags.

The other major change is that investigation time will now heavily depend on how well-known a clue is. If the clue has been discovered hundreds of times, it will take very little time to discover it - virtually any successful roll will cause it to be discovered in one week. If the clue has never been discovered before, well... don't hold your breath. Additionally, a random 'floor' value has been added to make investigations that roll poorly to have a better chance of making progress.