Story
Where the act starts
Acts 1–3 were written at the same time as this one (VEL-55, VEL-56, VEL-57). VEL-63 reconciled the acts, so Act 4 starts where Act 3 leaves the player.
At the end of Act 3 the player:
- has undone the stilling of Corran with Thaw (
thaw, Repel into Pavilion Wake), threading an Evane spell into a Facet spell in one stroke; - knows Pavilion Wake (
pavilion_wake), "the Corran glyph" (asymmetric, split), traced with Aske at Corran's well from her hourglass half and the player's low-wave half; - has read Keeper Hale's sealed records at the Hour Stair, and knows that both sides caused the Breaking;
- has seen Aske face Prelate Ondine over the Corran order, and cast once, for the first time in twenty years (Brace, across the warp, at the Unstilling);
- knows Repel and Coil (Prologue) and Gale and Facet Seal (Act 2); most players also know Brace and Mend (Act 1, both optional), and more from the Spell Set, depending on what they chose to learn;
- has threaded composites, including at least one cross-side thread;
- may be on the evil path, and may have found the Undermere.
What this file assumes from earlier acts
These are the flags and ids Act 4 reads. VEL-63 renamed them here to match the earlier acts.
| Assumed | Meaning | Set by |
|---|---|---|
act3.done = 1 | Act 3 is over (Corran unstilled, the Hour Stair read). Set by Act 3's last scene. | Act 3 |
spell.learned.pavilion_wake | Pavilion Wake, the Corran glyph, is learned. | Act 3 |
spell.learned.<id> | The existing pattern for learned spells (spell.learned.coil in prologue.json). | Learning code |
tamsin.trust, rook.trust | 0–5. How far each companion trusts the player rather than their side. (Idea) | Acts 1–3 |
rep.evane, rep.facets, morality | Standing with each side, and personal morality (Codex section 7's idea of tracking them apart). Each runs −100 to 100, starts at 0 and moves in steps of 5. (Idea) | Acts 1–3 and side quests |
rep.waymakers | Standing with the Waymakers (same range and steps). (Idea) | Acts 2–3 and side quests |
mending.outcome == 1, vault.outcome == 1 | The Act 2 midpoint choice: the player guarded Ondine's mending, or robbed the Measure Vault. (Idea) | Act 2 |
undermere.stage ≥ 1 | The player has entered the Undermere. (Idea) | Act 3 |