I forgot to write in the standard element of returning spared players from the game, but that was probably assumed.In post 127, Hectic wrote:Looks fun flavour/mechwise. I'm struggling to understand why you ever go for 1-3 spares. I suppose you may switch into it from a 4 spare plan if the town is suddenly convinced they spared mafia earlier. You never intend to go for it from the start, right?
If I'm counting correctly, bad play on 1 Spare and 3 Fights removes 6 players from the Charaless 11p, putting the game into 5p FiLo. Bad play on 4 fights removes 7 players from the Charaless 11p and immediately grants the mafia parity. So you get to play an additional phase. You've skipped a fight on the neutral route, but when you do your catch-up-fight from the game not being over, it is one informed by the investigations.
The genocide route on the other hand is more powerful if you eliminated one of the goons early on. You get both investigations, not just one.
I would have been perfectly content if the spare route was only useful when town "realizes" they have spared mafia, since Chara flips midgame even when townread in this setup, so it is reasonably likely for town to have epiphanies. That would be function enough. If that was like 10% route usage that'd be good, town has yet to seriously consider genocide in an live run of the setup
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You understand the Menagerie variant exactly right. It's deliberate that the neutral route sucks and that in the worst possible case the neutral route can be impossible to win at all. The idea is for it only to be undertaken if 2-3 points are already confirmed as of the time either stops killing mafia birds or stops sparing town amalgamates (since town amalgamates don't flip, that requires a certain kind of cockiness unless all three amalgamates are spared, which creates an NK WIFOM on the amalgamates.
Since the rand of how many birds and shopkeeps roll scum greatly affects the balance of neutral, you have to assume one of the most anti-scum rands when you balance it, and if that makes the route anti-town it's "okay" because the other two routes are available and don't depend on the rand. It makes the setup philosophically different from the original semiopen in a way (well, like, philosophically different in intent but the revision 1.0 of undertale semi-open is baroken imo and fails to provide genuine route diversity due to it.)
I think I would be ill advised to run menagerie rather than Folly. Folly is at least tied with how long I've thought about a new revision without deciding I hate it and must return to the drawing board posthaste