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Wynn Mafia 2

Discussion in 'Your Work' started by stlast, Oct 10, 2021.

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  1. stlast

    stlast Wybel on a Raft CHAMPION

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    A few years ago, I wrote this:

    On a warm summer’s evening, the body of the chief guard of Detlas emerged from a house as a moaning mess of blood which would have scarred the lives of those who witnessed his slow bleeding out on the street had it not been for the events that followed. Evidence of a local Mafia was uncovered and connected to the death. Someone was put on trial and executed the following day, and after viewing his identification, everyone’s fears were confirmed.

    A long, drawn-out two weeks followed, much of which has seemingly been lost to history for those living in Detlas today, that highlighted many of the extremes people would go to solely to disrupt the lives of others. The outcome was unfortunate, as the citizens of Detlas were soon introduced to a puppet leader to aid with the “reparations” after a decisive Mafia victory.

    But time has passed. People have changed. Lives have, too. The news got out about the incident in Detlas a few days after it fully subsided, but it was swiftly forgotten in favor of more pressing and interesting news, namely the recent fervor over the new King of Ragni’s denouncing of organized crime in the Wynn province, of which Detlas, he said, had the lowest rates.

    Although a citizen of Detlas later fought the established puppet mayor and eventually won the title through a popular election, the still-organized Mafia had already laid eyes on a more precious jewel that was only an ocean away: the wealthy and magically-rooted province of Gavel unaware and unprepared for any potential usurpations.

    And here we are today…


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    For those of you who remember Wynn Mafia back in 2017, this synopsis may ring a bell, or maybe not. Regardless, I was the person who hosted that, and afterwards, I spent 4 years working slowly and painfully on a sequel before I finally decided to give up. I posted about this on the original game’s Discord server last month, and now I’m posting about it here.

    Basically, I was like “you know what? This is taking too long and I still have way too much left to do that I probably won’t be able to do in a reasonable amount of time and also life and stuff.” Since I made that decision, I added most of the game information onto a Google Site I made for the game.

    I don’t know much of what else to say, other than to check out the original game thread and the site (linked last paragraph) if you’re curious. I’ll put below part of an unfinished draft of the game thread for WM2 that was meant to explain aspects of the game.

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    Some Info on Mafia
    Whether you simply joined this game without actually knowing how to play, or are a bystander viewing this thread without any knowledge of the game Mafia, this section is here to summarize the basics of Mafia - enough for the game to (hopefully) be understandable.

    Mafia is a party game based on player interaction. Players are divided into two or more factions, including a town and a mafia. All players who are participating in the game are randomly sorted into one of these factions at the beginning of the game.

    Wynn Mafia 2 uses a format similar to typical Mafia, but with some changes to account for the online setting and stylistic differences.

    The Mafia
    This eponymous faction is the primary “informed minority” of Mafia; the members of the mafia know each other by name and can communicate with each other in private to infiltrate the town and eliminate them. The objective of the mafia, as mentioned, is to remove all town-aligned players from the game while at the same time remaining hidden. To help with this, the mafia are collectively capable of choosing a single player to nightkill each night, removing the target from the game when the night ends. Each night, Mafia players take a private vote for who to kill and which mafioso to do the killing.

    The Town
    Often dubbed “innocents,” a member of the town knows only one thing at the start of the game: their role. The town is the game’s primary “uninformed majority,” having to rely on reasoning, observation, and evidence to track down the small mafia group without hurting innocents. The town’s main method of weeding out players is through the lynching process, in which all players (including the mafia) come together every [in-game] day to decide on a single player to kill. In order to win, the town must eliminate all hostile factions and players - most notably the mafia, although independent serial killers and the like are often included.

    The Day Cycle
    The game regularly shifts between day and night. During the day, open discussions take place on the game thread in which players discuss candidates for lynching, among other things. All players can participate in these discussions, meaning that the mafia and other foes may be present with ulterior motives in mind. During night phases, game-related discussion is barred in the game thread as players make their moves privately as the mafia decide on who to eliminate.

    Lynches
    During day phases (see the above paragraph), one of the aspects of the open discussion is a daily lynching. Players may “vote” to lynch another player during the day, and whoever accumulates the most votes will be lynched (i.e. killed) at the end of the day. In the event of a tie, no-one will be lynched.

    Nightkills
    Nightkills are the mafia’s main method of eliminating opponents. Every night, mafia members privately discuss which single player they wish to kill that night, along with the mafioso who will do the deed.

    Roles
    Many Mafia games assign players with roles in addition to their alignment. A player’s role bestows them with some sort of inherent power and/or weakness that can be used or exploited to assist with the game’s objective. For example, a doctor can protect a player from a mafia nightkill. There can potentially be an unlimited number of unique and bizarre roles, although the majority of games use a small selection of simple roles such as the doctor, cop, and vigilante.

    Interaction
    Most of the game (at least, in internet mafia) takes place in three-ish places: the game thread, a private actions room, and in any private conversation rooms such as the one the mafia uses to communicate away from other players. The game thread is where discussion takes place, including voting on who to lynch each day. During the game (usually before or during the start), the host will typically send you a private conversation through which you submit your actions so that the host may record them without revealing your actions to others. Lastly, mafia players (and third-parties such as masons) are usually also given a room in which they can communicate without other players being able to hear them, and this is where the mafia chooses who to kill each night.

    Details pertaining a bit more to the elements of Wynn Mafia 2:

    Death
    If your hit point total drops to 0, you are considered “dead.” Upon death, an announcement will be made in the end-of-phase post that you have died, and your role will be publicly revealed. While dead, you are not allowed to submit any actions, nor may you contribute to game discussion; you are effectively out of the game, and any attempts to insert yourself into the game regardless will be met with punishment.

    When you die, all of your items will be dropped at the last location you visited before your death. You also leave behind a body that players can retrieve for processes such as resurrection or permanent killing.

    It is possible, under specific circumstances, for players to be revived (they mostly relate to items that cause revival). Revived players are returned to the game as normal, and may fully participate again. Most item methods of revival require that the user possesses the deceased’s body; if a player’s body has been destroyed, resurrection is impossible and the player cannot re-enter the game again no matter what.

    Emeralds
    Wynn Mafia 2 uses emeralds as currency that allow players to purchase items, weapons, and other things. Emeralds are primarily obtained by voting, selling items, and fighting mobs. Players typically have around 64 emeralds (“64E” or “E64”) to begin with.

    When visiting any location, a random amount of emeralds will always be given, though the amount diminishes as the game progresses. When a player visits a location they have not visited before, there is a slightly increased chance of finding items.

    Participating in the voting process earns you 16 emeralds simply for voting and a bonus depending on the alignment of the lynch victim (the exact numbers for that are based on your and the victim’s alignments). In addition to the base amount, Villagers receive 8 emeralds for lynching other Villagers and 16 for Mafiosi. Mafiosi receive 8 emeralds for lynching other Mafiosi and 16 for Villagers.

    The game is balanced around the assumption that players will make approximately 72 emeralds per phase (144E per day cycle); constant activity will tend to get you more than that (at least, it’s supposed to), but activity is still necessary to earn any at all. It’s strongly recommended to visit as many locations as possible to get more items, which can then be used or sold. Selling items yields significantly more emeralds when at a town location.

    See “Locations” for merchant information. See “Roles” for role upgrade information.

    Roles
    Every player in this game has already been assigned a role. This role is private and the card cannot be revealed to anyone until death (this includes at your own discretion; see rule #1).

    The game’s roles are all unique from each other and based on characters within Wynncraft. These roles contain powers that are either passive or used at will, and the powers are often each focused on certain elements of the game. For example, there may be a role that specializes in obtaining items despite having few other benefits, or a role that’s intended to learn information about other players.

    Roles are tied in with an alignment; this alignment (or “faction,” or whatever other term you want to use) determines what your goal is over the course of the game. Most players will share the same objectives with others as part of an alignment. The major alignments/factions/parties/etc. are as follows:
    • The Villagers (commonly known as innocents/town) make up the most prominent portion of the player list. As a Villager, your goal is to eliminate (typically through lynching) all players whose goals runs contrary to your own (namely, the Mafia). You are not given anyone’s identity other than your own, and you must use communication and critical thinking skills to figure out who your opponents may be and take action.
    • The Mafia are the primary anti-town faction in Mafia (wow, they’re even named after it!). If you are part of the Mafia, your objective is to eliminate any “town-aligned” players, namely the Villagers. To aid in this, you are already given lines of communication with the rest of your faction, and together you are able to kill one player each night in addition to other means. Due to lacking a majority among the population, you’ll likely want to keep your true identity a secret and blend in to minimize the chance of being found out.
    • Independents are completely unaligned individuals whose goals vary wildly and aren’t bound to the feuds between the “town” and “scum” sides (Villagers and Mafia). If you are an Independent, your goal is given to you privately and you must achieve this goal before the end of the game in order to “win.” Some goals may be steeper in difficulty than others to complete.

    Every role begins at level 1, with additional levels 2 and 3 being unlockable by purchasing them with emeralds. Upgrading to further role levels provides more bonuses to your role, although the cost to do so is generally high.

    Your role information can be viewed within the private message sent to you before the game began. In that private conversation is where you submit all actions related to your role (among other things). Bear in mind that using copy/pasting, quoting, screenshotting, etc. to share your role information warrants instant removal from the game; read the rules and/or ask questions if you’re uncertain.

    Items
    Items are objects that can be obtained and stored in your inventory. Items, divided into consumables and equippables, can assist yourself by either granting some sort of helpful power or bonus or doing the opposite to an enemy.

    A player has eight inventory slots and a weapon slot, four armor slots, and an accessory slot, for a total of 14 spaces. An item takes up one inventory slot, although some items may stack with additional items of the exact same type; for example, two mushrooms, which have a stack limit of eight, will only occupy one inventory slot.

    Players have multiple options as to what to do with their items. Items can be used on the user or on another player, purchased from a merchant, sold to a merchant, equipped or unequipped (if the item is equippable), given to another player, or dropped at the last location the player visited.

    One of the primary ways to earn money in this game is to sell items for the emeralds they return. More emeralds are given for selling items while at a town location than elsewhere. The emeralds gained from this may be used to purchase other items or role features.

    Status Effects
    Status effects are inflictions on a player that can be activated by certain items, role powers, and other means. Effects typically last a certain number of phases determined by the method of infliction.

    Some status effects are beneficial to have, although many will inflict damage or hamper yourself in different ways. As such, methods exist to cure or mitigate status effects if desired.

    List of status effects:
    • Stunned
      You will not be able to use your role powers.
    • Silenced
      Your vote will not count.
    • Frozen
      You will be incapable of performing ANY actions.
    • Shocked
      You will lose one random item stack per phase. Equipped items cannot be dropped.
    • Weakened
      You will deal 50% less damage with your weapon.
    • Marked
      The target(s) of any actions you perform will be notified of your identity, i.e. your actions will always be spotted.
    • Poisoned
      You will lose 25 health per phase. All passive health regeneration abilities will be inactive.
    • Burned
      You will lose 30 health per phase. This effect can be spread to other players with transferred duration.
    • Plagued
      You will lose 20 health per phase. This effect can be spread to other players with reset duration.
    • Decayed
      You will lose 15 health per phase and have reduced spellpower, but your attacks deal +5 damage.
    • Horrified
      You don’t want to have this.
    • Empowered
      You will deal 50% more damage with your weapon.
    • Regenerating
      You restore 20% of your maximum health per phase.
    • Resisting
      You are unaffected by attacks from other players’ weapons.
    • Resisting Magic
      You are unaffected by spells.
    • Berserked
      Your damage is doubled at the cost of taking double damage.

    Weapons and Weapon Combat
    Players are capable of obtaining weapons that can be used to attack players or hostile NPCs. Weapons are typically found or purchased. Although the main stat a weapon provides is its damage, it may come with additional bonuses.

    Weapons are divided into four categories: melee (assassin), heavy (warrior), ranged (archer), and magic (mage). There are no restrictions as to which weapon class you can use aside from preference.
    • Melee weapons are the middle-of-the-road option with no outlying characteristics.
    • Heavy weapons prioritize damage at the cost of other benefits. Attacking a player with a heavy weapon makes them more likely to identify their attacker. This weapon class also has a high chance of crossfire.
    • Ranged weapons have very low damage and require arrows to use, but are noticeably stealthier and have numerous utilities, such as overriding most enemy initiatives in mob encounters and having a relatively low chance of crossfire.
    • Magic weapons are also below-average in damage, but wielding one will allow proper casting of spells. Using any other weapon type for this will result in a significantly weaker spell (see “Magic” below).

    Each phase, you have the option to use your equipped weapon to attack the player of your choice. Alternatively, you may set your stance to retaliate against one attack sent your way that phase, dealing half-damage to that target instead with a reduced chance to identify them.

    When attacking a player, there is a chance that they may spot you and will be notified of your identity. This chance is primarily based on what class of weapon you use and the time of day; players are significantly more likely to be spotted during the day. Other modifiers exist that can raise or lower your “stealth” bonus.

    When multiple players attack the same player at the same time, there is a chance of crossfire in which a player may “miss” and have their attack redirected at another player attacking the same person. Crossfire chances are based on the weapon class used, but the likelihood rises dramatically the more players attack the same target at once.

    I will attempt to add weapons to the Wynn Mafia site as they are introduced.

    Locations
    Locations are the way to obtain most equipment and items in Wynn Mafia 2. The location map is divided into several sections representing regions of the Gavel province. Each of those regions contains several locations.

    You have the option to visit a location once per phase. Upon visiting a location, you will receive a number of emeralds plus a chance to find up to three items. In addition, there may be hostile mobs there which you may attack (see the “mobs” section), and any items dropped by players (including their own corpses if they die) are present and lootable.

    As an alternative to visiting a location, you may “search” the location you are currently in to reroll for another chance to find items in that location. If you search a location twice without moving, you will have to move to a different location in order to search again.

    Some locations have merchants that sell items on a regular basis. These merchants have a randomly selected item pool that changes frequently, with each item in limited stock. These merchants are accessible to all players, meaning that another player may have already bought out an item when you arrive at the merchant. You are allowed to add additional emeralds to your purchase to give you priority over other players on the occasion that they attempt to buy the same item at the same time; the buyer is selected randomly otherwise.

    Magic
    Players can learn spells by obtaining and using spell scrolls, which can be purchased or found by visiting locations. Each spell has a certain effect when cast, at the cost of requiring a certain amount of mana. Stronger spells will typically cost more mana to use. Spells can include healing, damage, and buffs. The target of the spell is selected by the caster when casting.

    The main method of obtaining mana is to consume mana potions, which can be found or purchased at some merchants.

    By default, a player begins with 0 mana and has a maximum mana pool of 3. Certain roles are considered “magic users” with the benefit of a greatly expanded maximum mana pool (3 -> 9). Some spells exist that are too expensive to cast with the default maximum mana.

    Casting a spell while not wielding a magic weapon (see weapons) will significantly decrease its power. Spells, if cast multiple times on the same target, will, for the most part, stack; for spells with durations, only the duration will be stacked.

    List of Spells:
    • Heal (1) - Restores 60 health.
    • Remedy (2) - Restores 90 health plus 9 per 10% of missing health.
    • Dagger Aura (1) - Retaliations deal 100% more damage for 2 phases.
    • Shadow Clone (1) - Grants immunity to retaliations for 2 phases.
    • Visions (1) - Increases the chance to find items and spot attackers for 1 phase.
    • Escape (1) - Crossfire chance reduced by 25% for 3 phases.
    • War Scream (1) - Increases damage and damage resistance by 50% for 1 phase.
    • Cry of the Gods (6) - Doubles the weapon damage of all players for 2 phases.
    • Magic Shield (4) - Absorbs up to 250 damage; lasts up to 6 phases.
    • Arrow Shield (4) - Returns up to 6 non-lethal attacks; lasts up to 6 phases.
    • Crystal Reptile (3) - Spells cast on the target have significantly reduced power for 2 phases, except for spells cast by the caster or target.
    • Cure (2) - Removes all status effects on the target player.
    • Mass Cure (8) - Removes all status effects on all players.
    • Dispel (1) - Removes any active or incoming spells on the target player.
    • Mass Dispel (6) - Removes any active or incoming spells on all players.
    • Teleport (2) - Move to a random location without counting as a location visit, allowing another location visit that phase.
    • Blink (2) - Move to a random location without counting as a location visit, allowing for another location visit that phase.
    • Courage (2) - Inflicts the Berserked effect on the caster and the target player for 2 phases.
    • Smoke Bomb (1) - The target cannot spot any attacks for 3 phases.
    • Blinding Cloud (2) - The target cannot spot actions, use items, or attack for 2 phases.
    • Quake (3) - Renders a location inaccessible for 8 phases and does 48 damage to players present at that location. Some locations are unlikely to be affected.
    • Meteor (7) - Destroys a location permanently and inflicts 200 damage on players at that location. May fail if cast on a city location or a location of similar importance.
    • Ice Snake (3) - Freezes the target for 1 phase and stuns for 2 phases.
    • Wind Prison (3) - Stuns and prevents location visits and searches for 3 phases.
    • Multihits (1) - Does 120% + 5 damage, but can be spotted.
    • Holy Blast (2) - Damages the target for 30% of their current health (max of 60).
    • Heaven Jolt (3) - Damages the target for 60% of their missing health (max of 70).
    • Bolt Blizzard (5) - Does 120 damage, but will not kill the target if their health was 100 or more.
    • Curse (4) - The target takes 40% more damage for 6 phases.
    • Weakness (2) - Inflicts the weakness effect for 4 phases.
    • Chain Lightning (4) - Three targets (order matters) are selected by the caster, dealing up to 250% weapon damage; the damage diminishes for players lower on the list.

    Mobs:
    Mobs are an alternative way to obtain emeralds and other items. Visiting locations frequently gives the player the option to battle any mob that might be in the area. Battling mobs takes your stats and pits them against the mob, and will damage the player while in return giving the player items if they win.

    When able to confront a mob, you are given the mob’s challenge rating, a number from 0 to 100 that is an approximation of how difficult the fight will be. A low challenge rating means a high (often guaranteed) chance of winning at the cost of some HP. A high challenge rating means a high likelihood of death if you engage. A challenge rating of 101 (“certain death”) is exactly what it sounds like.
     
  2. yellowscreen

    yellowscreen Certified Lurker

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    "I'VE BEEN WAITING FOR THIS!"

    I kind of missed it when you put this in the discord, since I don't really check it anymore - glad you decided to put it here as well. I still have a ton of fond memories from Wynn Mafia, I might try to stitch these bits together and refine what's here and host Wynn Mafia 2 someday.
     
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  3. Dr Zed

    Dr Zed Famous Adventurer HERO

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    Ah, brings back memories. I forgot how I died though.
     
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  4. stlast

    stlast Wybel on a Raft CHAMPION

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    Thanks, and good luck with that. Send me a message or something if you think I missed some details, because there's probably important information somewhere that I forgot to include. Or maybe I just never thought about it at all.

    It took me way too long to look this up, but you dropped out voluntarily and were replaced at the start of day 10 by Eirika & Ephraim, who was killed shortly after (day 11) by Stag2007 with a custom weaponsmith weapon.
     
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