Pleased to say that chapter 3 of Pactbinder, which covers most of the Pactbinder's first term at Hightower, is now live.
Overall, the content added with this update is once again rather substantial; it's ~124k words long total.
Overall, word count is at around ~292k words; I think the average playthrough is about 89k words, or ~30% of total word count.
Outside of the content outlined below, Iâve further reworked the menu system to make it look a bit nicer as it accumulates information, plus added some title graphics for the book itself.
Some things to look out for in Chapter 3 below the cut.
Most of the Pactbinderâs first term, including a few classes and their first opportunities to practise each of the Masteries before committing to their first choice of magic.
Signups for Societies, and their first session for each choice.
A Halloween party during which absolutely nothing goes wrong.
The Pactbinderâs first chance to roam Hightower freely and pursue their own interests and curiosities!
Seriously, nothing goes wrong. I swear.
I hope that you enjoy the release, and please donât hesitate to let me know if you have any feedback or commentary; Iâm making sure I have the time to spare over the next couple of days to review and action it!
As always, views on the game so far and comments are truly gratefully received - we're moving slowly towards the conclusion of the end of first-term, and part 1 of the book.
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wanted to draw lizbet but her pose and hair was pissing me off so! When i read that alice wears a black dress i thought âlike gothic lolita?â I canât see her wearing anything else now.
Fast doodle of my MC from @pactbinder-if's game! I was originally playing the game as a different MC but I realized I could just put my fields of mistria farmer into the game and it would work so the Changeling now gets to be in another game because I say so.
So this is "Briar Rose", totally normal student learning about magic and totally didn't kill anyone to get said magic, they couldn't hurt a fly, trust me. I still don't know what type of magic they'll start with (they all sound cool) but I do know that they are romancing Layla, and they have full trust in the Entity, and they can't help but lie every chance they get.
"Briar" is probably the biggest liar ever, like I see a lie option and I pick it.
One of my favorite things in Pathfinder is seeing archetypes or character options that actively encourage homebrewing just by existing, and there are few better examples than todayâs subject.
Bargaining for power is nothing new in fiction and mythology. Certainly it happened enough times in the mythologies of various civilizations that it naturally would make the leap to Christianity, which in the 15th to 18th century got really on the idea of hunting down witches for daring to âdeal with the Devilâ, though to be clear, they were hardly the only ones doing it throughout human history. They were merely among the most infamous and ironic, given that the official stance of the church was that the Devil had no power on Earth, and that only God could theoretically grant magical to mortals if he desired such a thing. (Which makes the Malleus Malificarum, the text written by a notable misogynistic priest which was often cited by witch hunters, a heretical text. Food for thought.)
In any case, despite the dark reputation, not every such bargain is inherently âsinfulâ or evil in nature. Mythos and fiction are full of stories of those that accept bargains with divine beings, or with nature spirits and fey.
All of this to say that the Pactbinder archetype offers a mechanical way to reflect said pacts beyond class abilities like the witch class and their patron. Anyone could entice a spirit to appear and offer a deal.
Such pactbinders may make bargains with one or more cosmic beings, carefully wording their deals to get what they want while offering something to the being that they desire, but has minimal (but not negligible) effect on the binder themselves.
However, like anything, there are limits to what one can do and how far one can stretch an agreement, and those that make too many bargains without consideration may be left a shadow of their former self.
So letâs look into it, shall we?
The first step to forming such pacts, the dedication requires study into how magical pacts operate. The character trains in diplomacy as well as the mystic field of their choice, and in turn they learn to perform basic magical vows with mystic consequences if they fail to uphold them. However, that dedication to the vow makes it easier to bargain with others in the pursuit of the vowâs goal.
One such pact these binders can call upon is a fey glamour that semi-permanently changes their appearance and lets them take on other magical disguises. However, in return, they must offer hospitality to nonhostile fey when they ask.
Back on the subject o their basic vows, some train to deepen them, increasing the diversity of social actions that benefit when they pursue the goal.
In exchange for collecting key treasures for a dragon, those that make the pact can call upon the elemental power in their breast, unleashing a mighty draconic breath upon their foes, the specifics being based upon the nature of the dragon in question.
And then there is the classic and most costly: the infernal pact. In the case of this pact, it grants a supernatural measure of luck, and makes accruing wealth through any task much easier. However, the cost is oneâs very soul, and retraining away from the pact requires finding and destroying the original copy, which is no easy task.
Some instead bargain with psychopomps for an extended lifespan and a body that rises from the brink of death in extreme circumstances. The cost being that the binder agrees to be an agent of psychopomps on the material plane, offering respect for the dead and last rites when required, and of course destroying the undead.
Finally, we have a pact with a mysterious elder entity, allowing it to view the material world through the mortalâs eyes for its own sinister purposes (or maybe simply out of boredom and interest). While this normally just causes headaches and nightmares, this might get in the way during combat. However, in exchange, the mystic may gain glimpses of different lore which may be useful, and meanwhile, they can occasionally tap into the multifold gaze of the entity to summon multiple floating eyes to spy for them.
This is the sort of archetype that you can take one or two feats from and be done with, so if youâre interested in magical power that comes with restrictions on behavior as a consequence, this archetype might appeal to you, and pretty much anyone can make use of it.
What is most interesting about this archetype, however, is the fact that all of these pact feats listed are perfect examples for which to base your own homebrew pacts on! There are a myriad of magical beings, otherworldly and otherwise in Pathfinder, and limitless potential in what sort of powers a would-be occultist would want and what theyâd be willing to give for it. If youâre looking to homebrew PF2E and are looking for a good starting point, this archetype and itâs feats may be a perfect place to start!
A nervous-looking fellow hires the party as bodyguards, hoping that they will keep him safe from his âdebt collectorsâ. However, when said collectors finally show themselves, they are revealed to be a pair of kolyarut inevitables, citing that the partyâs client broke a sacred pact, an error they aim to correct one way or another.
The Valewalker Farm has always had incredible crop yields, even when said fields should have been exhausted from overuse. The farm has long been the subject of debate among the surrounding halfling community, and some dare to suggest that it has to do with every young scion of the household âleaving to get marriedâ, and that they are actually being offered to some powerful fey lord.
Normally cantankerous and quick to anger, the tor linnorm Balthald has made a pact with a mortal for the first time in ages, granting the mortal his breath of flame and smoke. However, this pact came with a price, namely the crown of jarl Ilmerand, with the promise that failing to deliver would invoke the curse normally reserved for those that slay such a dragon.
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Gilles de Rais. Living proof that D&D builds can be stronger than servants. And PF2E builds too, as it turns out.
He doesnât have a laser, so heâs a Fighter for the most part. We also pop into the Marshal Archetype- heâs not that charismatic, but heâs tactical enough to power people up anyway. Later on weâll pop into the Ritualist and Pactbinder archetypes for some eldritch flavor. Fun fact! There is no warlock class in Pathfinder! Thatâll make a lot of these builds so. much. fun.
Check out his build breakdown below the cut, or his character sheet over here!
Next up: Gaslight, Gatekeep, Girlboss
Ancestry and Background
Despite his looks, Gilles is still a Human, giving him two free ability boost which weâre taking in Strength and Intelligence. You know tactics, you have sword. easy peasy.
Youâre also a Skilled human, giving you a sneaky peak into Occultism- you get training at this level, and expertise at level 5. Also at level 1, you become a Devilâs Advocate, giving you a +2 bonus to perceive devils, and your saves against them. you can also gladhand devils in social situations- you can make an impression immediately with a penalty, but if you fail you can try again after a minute of talking like usual. I know your bookâs more about eldritch abominations, but you gotta start somewhere, right?
at level 5 you get that occultism boost I mentioned, and thatâs enough to make you a Wavetouched Paragon, giving you a swim speed. I know you donât become a squid now til we get to the casters, but hey, itâs flavor.
At level nine youâre a Hardy Traveler, increasing your bulk limits by 1 and giving your party an extra 10â of speed during overland travel. I give Gilles a lot of shit in this series, but he can really move an army around when he wants to. Like, he gets a whole-ass army from Lyon to Orleans in, what, a couple days? Thatâs some speed for the 14th century.
at level 13 his Stubborn Persistence that no, King Arthur is actually Jeanne dâArc, you donât know her like I do, makes it harder for him to get fatigued. whenever youâd become fatigued, you can make a dc 17 flat check, and on a success you just. donât.
at level 17, your advanced general training gives you an Arcane Sense, letting you detect magic at will. Makes it a lot easier to fall to the tentacly side if you can actually see them, yâknow?
Since saber Gilles is still leading the French army, heâs still a Warrior, giving him a boost in constitution and charisma. he also becomes trained in intimidation and warfare lore, and also gets the Intimidating Glare feat, letting you demoralize foes with a glance, avoiding the penalty from trying it on a creature that canât understand you.
Class Levels
1. Fighter proficiencies! your key ability is strength, you start off trained in will saves, advanced weapons, your class DC, all armor, athletics, society, religion, arcana, and deception. as you boost your intelligence, youâll also learn survival, crafting, stealth, and thievery. youâre also an expert in perception, fortitude and reflex saves, and all non-advanced weapons.
first level isnât just proficiencies though, so you can use your Ability Boosts on Strength, Dexterity, Constitution, and Intelligence. You can also make an Attack of Opportunity as a reaction, hitting someone who moves, manipulates, or makes a ranged attack near you. The secret to winning a war is making everyone else lose.
To help with that, you can also make an Exacting Strike after making at least one attack in a turn, so any missed attacks donât count for your multiple attack penalty.
And once again, Shield Block. Gilles doesnât have a shield, but if you want one, itâs an option.
2. As a second level fighter, you become a Devoted Guardian. A very, very devoted guardian. This means you can spend an extra action after raising a shield to give an ac bonus to an adjacent creature as well as yourself. I know I just said Gilles doesnât have a shield, but his swordâs one-handed and this is flavorful, so suck it up.
You also become a Charlatan, so people donât catch on to the whole. Squid. Thing. And the kid thing too, but thatâs too depressing to make a joke about. In PF2E though, a charlatan can deceive people into thinking your use of a magic item is actually a spell youâre casting. That bookâs pretty special, make sure nobody figures out whatâs in it.
If you want something thatâs actually useful right now though, we have to pick up the Marshal Dedication, making you trained in diplomacy and giving you a marshalâs aura, a 10-foot radius of soldiery goodness giving you and any allies in it a +1 bonus against fear. Youâre a regular guy fighting a zombie Jeanne dâArc that commands dragons, thatâs pretty fucking scary.
3. To push things further, third level fighters have Bravery, making you an Expert in will saves. in addition, succeeding against a fear effect is always critical, and your frightened condition always starts one lower than usual.
Youâre also Schooled in Secrets, making it easier to gather information on cults and the like by using Occultism instead of Diplomacy. You also automatically recognize other members of your cult unless theyâre hiding from you. I mean, theyâll definitely be able to recognize you, so itâs only fair you can recognize them. Not many people around looking like a popeyed goldfish. You also get better at Deception to hide the whole âcultâ thing from the general public.
4. At fourth level you can spend two actions to Swipe up to two adjacent foes, dealing one roll of damage to each hit creature. If youâre spending more time in court, you can also use Discreet Inquiries to find more sources of occult information, letting you hide your true purposes from others.
You can also enter an Inspiring Marshal Stance, giving nearby creatures a +1 bonus against attacks and mental saves. We all know heâs kind of skeevy in the end, but heâs not publicly skeevy, so heâs not intimidating.
5. At fifth level you get another Ability Boost in Dexterity, Constitution, Intelligence, and Charisma. Your Fighter Weapon Mastery also makes you a proper saber by helping you master non-advanced swords and become an expert with advanced swords. You also have access to swordâs critical specialization, making creatures flat-footed after you score a critical hit on them.
Finally, you get trained in Medicine. Youâre no doctor, but Iâm sure you can patch yourself up in an emergency.
6. You might not be scary, but youâll happily take advantage of creatures that are, letting you Shatter Defenses of frightened creatures, making them flat-footed if you hurt them, and if they were already flat-footed they canât shake off their fear for a round.
You can also use Magical Shorthand to learn spells more easily. Weâll use that in a bit, donât worry. You can also use this to learn spells while earning income, which⊠might work with the Ritualist class later? I donât know.
To keep up that fighter façade, you can also call out for a Rallying Charge using two actions, moving up to your speed and making a melee attack. If it hits and deals damage, every ally nearby gets temporary HP for a round. See? Jeanneâs not the only one who can inspire an army! Sheâs just better at it.
7. A seventh level fighter is a Battlefield Surveyor, making you a master in perception and giving you an extra +2 bonus to initiative, so you can always be on the front line! Youâre putting Gilles in your front line, right?
You also have Assurance in Occultism now, so you can always skip rolling and take a 10 plus your proficiency bonus when casting freaky spells. Speaking of, youâre a master in Occultism now too. Have fun with the squids!
You also have Weapon Specialization, helping you deal extra damage with weapons youâre good at using. Which is all weapons.
8. Eighth level fighters have Resounding Bravery, so when you critically succeed at a will save, you get a +1 bonus to all saves and temporary HP for one minute. If itâs against fear (which you always critically succeed at btw), the effects are doubled. You looked at the things that give most people nightmares and were like, âyeah, I can work with that. those are gonna be my co-workersâ.
This is why you have Disturbing Knowledge. By spending two actions, you can read out a list of your starfishesâ names with an Occultism check against the affected partyâs will DC, freaking out a target enemy within 30â (or anyone within 30â if youâre a legend) once per day per creature. On a critical success, theyâre confused for one round and frightened 1. Theyâre just frightened on a regular success, nothing happens on a failure, and on a critical failure you become frightened instead. Except you donât since youâre a fighter and frightened 0 isnât a thing. So really thereâs no downside beside the fact that it uses two actions.
Finally, you read enough of Prelatiâs book to become a Ritualist, teaching you three uncommon ritual spells now, and one more every four levels. Right now weâll keep is simple: an Elemental Sentinel here for an alarm system, an Unseen Custodian there to keep the manor looking spiffy, and maybe a Concealmentâs Curtain so you can go about your business without arousing suspicion. Â
9. At ninth level your Combat Flexibility lets you mix and match an extra fighter class feat of 8th level or lower that can be switched up every day. Youâre also a Juggernaut, making you a master in fortitude who always gets critical successes when they donât fail.
Youâre also better at deception now. Youâre doing evil magic, donât tell nobody, capiche?
10. At tenth level you get another Ability Boost in Strength, Dexterity, Intelligence, and Charisma, and you can make a Certain Strike after making at least one other attack- even if you miss (but not critically), you still deal a little damage.
You also know some Slippery Secrets, so even mind-reading has a chance of failure if your deception check is good enough.
One of the biggest issues with cults is that you need to work with other people. Two can keep a secret if one of them is dead and all that jazz. Thankfully as a Flexible Ritualist you now need one less caster to help out, taking up the secondary role in their place.
11. At level eleven your Armor Expertise does exactly what youâd expect, giving you expertise in all armor. you also get the specialization effects of medium and heavy armor. I donât know what the half-armor half-robe outfit counts as, but itâs probably up there, right? You also get Fighter Expertise, which again, does what youâd expect, as well as expertise in Athletics.
Finally, for something that isnât expertise, pick up Deceptive Worship, letting you use that hefty occultism score to impersonate the worshipper of another faith, like say, Christianity. You still need deception to be a specific person, but at least you wonât get lynched. For a bit.
12. At level twelve you can deliver a Brutal Finish as an action, ending your turn but dealing one extra die of weapon damage, even if you miss the attack. This one only works if youâre two-handing the weapon, so maybe pick up a bastard sword. I wonât tell anyone if you donât.
You also have some Bizarre Magic, making the DC to Recognize Spells youâre casting a bit higher than usual. These rituals take days to set up, it would suck if someone figured out youâre trying to summon an elder god and stopped you at the last second.
To make that last second even faster, you can now make Efficient Rituals- If a ritual takes a day, it now takes 4 hours. If it takes multiple days, it takes half that time rounded up. For example, when you Commune with extraplanar beings it only takes 4 hours, and since you can take the space of a secondary caster you can do this all on your own. You call up the creature to answer yes or no questions, even getting short answers on critical successes, and can ask up to 7 questions in the 10 minutes you have them on the phone.
13. At level 13, you learn we live in a Society. Enough for expertise in dealing with it, at least. Youâre also a Weapon Legend, making you a legend (appropriately enough) with simple and martial swords, a master with simple and martial weapons plus advanced swords, and an expert with all other advanced weapons.
Yep. Thatâs the whole level! I mean, this is also the level you get Stubborn Persistence, but we covered that already.
14. Your brand-new Disruptive Stance lets you use your attack of opportunity on anything that uses concentration as well as moving and all that, and if you hit, itâll disrupt their concentrate or manipulate action. A sword to the face from a madman tends to be pretty distracting.
Youâre also a Resourceful Ritualist, which despite being ritualist-exclusive isnât part of the archetype. whatever. It lets you cast rituals that require one step more proficiency than you actually have in any skill. Youâre a self-taught eldritch caster, after all.
I mean. Youâre totally a normal fighter. No time to think about what I just said, To Battle! Spend one or two actions, shout, and a nearby ally can react to stride if you spent one action or strike if you spend two. Whew, almost dropped your disguise there!
15. Use this Ability Boost to bump up your Constitution, Charisma, Intelligence, and Strength. You also get Evasion, making you a master in reflex saves, plus your successes are always critical. Like every other save you make now.
I guess we gotta get more active to avoid suspicion, right? Pick up a Powerful Leap for an additional 5â on vertical and horizontal leaps. You also get Greater Weapon Specialization, and Improved Flexibility, both doubling down on existing feats. Yeesh, not even Pathfinder knows what to do with martial classes.
One more thing- youâre now Legendary in Occultism. Thereâs no feat to go along with it, but you can feel real accomplished now. Plus, Disturbing Knowledge is now an AoE effect!
16. At this level you become a Stance Savant, dropping into a stance as a free action when initiative starts. Hunker down and get ready to protect Jeanne like you always do! Except for that one time, but still!
You can also apply Battle Medicine, letting you heal someone with healerâs tools as an action, once per person per day.
At sixteenth level you can also learn the terrifyingly powerful ritual, Legend Lore! You can learn legends about a subject, learning even more if theyâre present, and learning less if you donât know much. Also donât crit fail this one- youâll spend a whole week out of commission why is legend lore a seventh level ritual?
Whatever. With this, your mastery of rituals has improved to the point that you can pick up the Pactbinder Dedication, letting you make a Binding Vow. This spends an action making a promise that is very clearly magical and important- if you break the vow you lose all pactbinder bonuses until you finish your job or attone. You also canât make vows that you were going to enact anyway, so⊠I doubt this will get much use outside of what we need it for.
On the plus side, all request or coerce actions that will fulfill  your vow get a +1 bonus against creatures aware of it.
Youâre also an expert in diplomacy now, as well as arcana.
17. I know weâre leaving you hanging on what pactbinder could possibly be useful for, but weâll get back to that, I promise. For now, a short intermission.
Armor Mastery: Guess what you get from that.
Also, youâre legendary in deception now. Gotta keep those pacts under wraps, after all. Especially with what youâre about to make a deal withâŠ
18. Eighteenth level fighters can make Savage Criticals- if you make an attack with a weapon youâre legendary with, you can crit on 19s and 20s if a 19 would hit anyway. If a nineteen canât hit something at level 18, you probably shouldnât be hitting it to begin with.
We start getting a little spooky when we Consult the Spirits once an hour, spending 10 minutes to recall knowledge with Occultism. If you succeed, you can ask the spirits of the land 1-3 simple questions about the area. Like, âWhere can we find dragons around here?â feels pretty relevant to fighting the dragon witch.
We complete your fall to darkness by making a Pact of Eldritch Eyes, letting you cast prying eye once an hour. It creates a sensor at a spot within 500 feet of you, and each turn you can sustain the spell to move the eye up to 30â feet, or 10â if you want to be thorough.
Youâll get a bunch of nightmares from this, but youâll also get trained in random lore each night. They might pop in during the day too, which normally doesnât have a mechanical problem attached but it is disorienting.
19. At nineteenth level, you can perform a Rapid Mantel, letting you pull yourself up for free whenever you grab an edge.
Youâre a master at Society, and thanks to being a Versatile Legend, advanced weapons and your class DC too. Plus, youâre a legend at all other weapons.
20. Our final level gives you an ability boost in Strength, Dexterity, Intelligence, and Wisdom. Your Weapon Supremacy permanently gives you an extra action which can only be used to attack. Saint War Order is one hell of a drug.
You also learn some Doublespeak, so only allies whoâve traveled with you for more than a week can understand what youâre truly talking about. Or someone who critically succeeds on their perception check against your deception, but youâre really good at deception, so I wouldnât worry about being found out.
Our final archetype feat is a Coordinated Charge, helping you properly kick off the Saint War Order by striding and striking using two actions. Thatâs not special, but if you hit, every ally within 60â of you can use their reactions to stride closer to the creature you hit. It doesnât deal extra damage, but itâs⊠kinda useful? A good representation of your NP, anyways.
For your final ritual, you can make a Supreme Connection with your eldritch buddy, summoning them for up to 10 minutes to answer up to seven yes or no questions. This is more a performance piece than actually getting info though, since you need a crowd around to get any answers.
On a critical failure, youâll get the shit beaten out of you and everyone hates you a little bit more. On a failure, not much happens mechanically, but you donât get any answers. On a success, you get your seven answers, and the audience believes the thing was telling the truth- meaning your deception and diplomacy checks get a bonus if they involve the thingâs answers. On a critical success, the entity is more likely to be honest, and you can even get short phrases for answers. Plus, you get a bigger bonus to fleece the crowd with.
Itâs⊠not exactly a giant tentacle monster, but thatâs more the casterâs schtick.
Pros and Cons
Pros:
Gilles de Rais ended up having some surprisingly powerful saves available, making him really consistent in fights, especially when mental effects are getting thrown around. Heâs got buffs, heâs got crit saves, and every time he makes a save he comes back stronger. Add in those special attacks thatâll keep you hitting consistently every time, and you can stick around a lot longer than youâd expect.
Youâre also really deceptive when it comes to your magic, making it hard to figure out exactly what you have up your sleeve. Which is great, considering most of it is questionable at best, pure evil at worst.
Thanks to being a ritualist, you can pump out magic pretty quickly, especially considering the fact that youâre not even a caster yet! Plus, being a battlefield surveyor and having an extra eye to throw around is neat.
Cons:
A lot of your cooler features use two actions, and you only get three per turn. It's not terrible, but it is frustrating. Especially since that fourth action you get at the end of the build doesn't fix this, since it only works on basic strikes.
You're... pretty evil? I mean, not as much as your future self, but still, not good. While you are good at hiding it, that alignment will limit who you can work with, because...
A lot of your spells and such are public affairs. Your rituals often need more than one person to work, even with you taking over for a secondary caster. Heck, your "supreme connection" only works with a crowd present, so if you want those answers you'd better be ready to put on a show. And all that isn't even going into your pactbinder features, one of the two exclusively works when you're being upfront and honest.
Pleased to say that chapter 2 of Pactbinder is now live on COGDemos.
It's a pretty big one at about ~97k words long, which is bigger than the Prologue and Chapter 1 combined by some ways.
Combined with more minor amends to the earlier content, the game now has more than doubled in size to ~168k words.
Outside of the content outlined below, I've also reworked the menu system to keep track of interesting mysteries the Pactbinder picks up along the way during their time at Hightower.
Some things to look out for in Chapter 2:
A proper introductory tour through Hightower.
Some nice friendly murder accusations.
A matriculation ceremony beneath the gaze of a perfectly innocent and magnificently painted fresco!
I hope that you enjoy the release, and please don't hesitate to let me know if you have any feedback or commentary; I'm making sure I have the time to review and action it!
How have you been? With my travels concluded as of this weekend, it's time for my latest fortnightly update - this one also includes notice that a minor update has been pushed today to the Demo.
Progress Update
With my travels done, a few weeks having now passed since the Chapter 3 drop, and the update I pushed today having gotten the demo in good enough shape for now, I'm planning to begin work proper on Chapter 4 in the coming days.
As I mentioned in my last update, this is expected to be a slightly shorter chapter that covers off what I consider the culmination of the Pactbinder's first term at Hightower and what I consider 'part 1' of the story.
I'm trying to work towards a release some time in July, which I think I'll be able to honour if I keep to my usual pace, but that may drift a bit depending on how busy work is and whether the chapter ends up longer than I'm planning - there's some stuff in there that I'll have to work hard on, including some romance stuff for each core RO, so who knows where I'll end up! As always, I'll keep you in the loop.
Demo Mini-Update
As mentioned - I rolled out a small update today, mostly focused on C3 cleanup but with changes throughout the whole demo. I don't think that the changes are substantial enough to warrant another playthrough for people who've already run through C3, but they should improve the experience on future readthroughs.
I've cleaned up a number of word repetitions and a few phrasing points throughout the story - hopefully this subtly helps the prose to feel even more polished - anyone who's doing a replay in coming days, let me know if the changes are noticeable / a net positiveâŠ
I've also fixed a couple of minor demo bugs and added a couple of dialogue options, mostly in line with suggestions / requests from people who noticed choices where they didn't have an option that suited their Pactbinder well.
And several more tweaks and adjustments in the above vein!
As always - huge thanks to everybody kind enough to run through Pactbinder and share your thoughts and feelings on the story, characters and prose with me - I appreciate all of you and am always eager to hear your thoughts and feedback.