Do you guys think we could make off brand Phylacteries of Faithfulness that cover operational security concerns? They do have a function for evaluating behaviors beyond alignment related stuff, so it doesn't seem impossible.

Putting magic dunce caps on the Scholarum researchers until they get their shit together seems fitting somehow.:V
 
Indeed? The argument we would take is that if Viserys were to fall victim to such a thing, we the Imperium, would have much greater things to worry about. This is like saying how we are afraid to sign a treaty with the Fey as we are afraid the Deep Ones might mind control their leadership later. Absolutely ludicrous attempt at negotiations.

Which as diplomacy atempt is pretty damn bad, is just sound we are butthurt because we the mighty imperio, got top secret information
got out and we didnt know it and boasting of strenght like some warlord.

I think a better way to comunicate that will be something like this:

-"Thanks for sharing that information and pointing out that mistake on our part, we will fix that as soon as is posible, and speakings of mistakes.....
-"Your situation is....dire to said the least, the queen is dead for not paying to caution while she have time and nearly drag you to the tomb as well for that, indeed can be caught unware but the diferent is we have the power and the means to fix our problems while we are not sure you can be save of a similar foolishness like the Star queen did, the chose on that regard remind to you but our deal is cast,we hope you prove better in that regard".

Maybe is just me but I feel this acomplish the same thing without sounding more like dick waving our power like a cudgel.

I just don't like fairies. They're double speak and alien motives make them far too untrustworthy in my eyes.

Meanwhile we are a empire of gods-know-what number of monster guide by emperor-mage that decen from the fraking valyrians, we are a little bit alien a this point.
 
Meanwhile we are a empire of gods-know-what number of monster guide by emperor-mage that decen from the fraking valyrians, we are a little bit alien a this point.
Setting the rest of your argument aside for a moment, I feel that this misleading. The vast majority of the people in the Imperium are human, and the people at the top are (for better or worse) largely still very human in mindset.

They're insulated from the world by their power, but they're still capable of a basic level of sympathy for normal people and can still understand why they feel the way they do even when they don't share their emotional response. Viserys probably has a better view of what the average person's life is like than most lords higher than knight in Westeros, even if his time living two steps from destitution was relatively short.

That might not be true in the future, but at the moment the fey are the ones who are having trouble understanding why mindfucking an entire province makes mortals uncomfortable so your equivocation falls a little flat too me.
 
Meanwhile we are a empire of gods-know-what number of monster guide by emperor-mage that decen from the fraking valyrians, we are a little bit alien a this point.
Just because our ancestors raided numerous hells and eldritch realms for the matter and material to make Catboy Femboy Hooters a reality does not make them alien.

Clinically insane I grant you, but visionaries all the same.
 
Which as diplomacy atempt is pretty damn bad, is just sound we are butthurt because we the mighty imperio, got top secret information
got out and we didnt know it and boasting of strenght like some warlord.

I think a better way to comunicate that will be something like this:

-"Thanks for sharing that information and pointing out that mistake on our part, we will fix that as soon as is posible, and speakings of mistakes.....
-"Your situation is....dire to said the least, the queen is dead for not paying to caution while she have time and nearly drag you to the tomb as well for that, indeed can be caught unware but the diferent is we have the power and the means to fix our problems while we are not sure you can be save of a similar foolishness like the Star queen did, the chose on that regard remind to you but our deal is cast,we hope you prove better in that regard".

Maybe is just me but I feel this acomplish the same thing without sounding more like dick waving our power like a cudgel.

There seems to be a misunderstanding. The thread is utterly pissed that our information security is leaking like a bloody sieve to the point where a hostile force found out about it. We aren't taking it out on her. We have simply mentioned the reality of our defence against memetic magic and the fact that were Viserys to fall to such an effect the Imperium would have bigger issues. We are also touting the Imperium line of "Share lore to protect all". We aren't really acting high and mighty. Just pointing out facts.

Meanwhile we are a empire of gods-know-what number of monster guide by emperor-mage that decen from the fraking valyrians, we are a little bit alien a this point.

As alien as we may seem the fey are a hundred times worse.

Edit: Case in point: The Reach Plan.
 
Omake: ASWaH Any% Speedrun
May the Advanced Shitpsoting commence
ASWaH Any% Speedrun
"A Sword Without a Hilt" is an enormous open-world game, that takes up to 62 hours to complete in a glitchless speedrun.
Thanks to the efforts of the community, a multitude of shortcuts and unintended interactions have been found, shortening the current record to 07.43.21 hours by "The Greedyboi", although it is expected that by perfecting the RNG manipulation and the routes at least 05.32 more minutes could be saved.
-------------------------------------
Character Creation
The "Viserys route" is generally considered the one most exploitable by the community, due to the largest number of scripted recruitable characters, and the best "magic" start - allowing applying certain engine-level glitches far earlier than the Westeros-based characters, due to the starting social status of the character.
Picking a Viper as the familiar is necessary for later RNG-manipulation, as well as having the "Charm" spell.
----------------
Act 1: Relor's Crew Quickstart:​
After completing the intro quest into The Crew, play bones with Relor: the ASWaH cycles RNG every frame, so by doing frame-perfect dice rolls (frames 12, 24) it is possible to quickly make the necessary starting capital.
Use "Charm" spell to decrease suspicion, and leave after winning 7 Iron Marks -- enough to buy 13.6 lb of [Rock Salt], a flask of [Holy Water] from the Shady Dealer who appears on the market on 14.09.289, as well as to hire Len Lightfingers as the teacher for Dany.
The chance of Dany picking up [Sleight of Hand] off-class skill from Len is decided by RNG and PC actions, but as with most unlawful skills, it can be manipulated by consistently allowing her Chaotic Acts - playing with a dangerous familiar counts as one.
5 to 7 rounds of playing with a Viper guarantees her picking up the skill even though she doesn't technically have an Alignment scale yet as a non-PC character.
----------------
The Physics Engine
The Physics engine of the game is notoriously broken. Falling rocks are known to be one of the worst occupational hazards.
By accelerating off a broken wooden plank near the One-Eyed Rat tavern, and several other locations over Braavos, it is possible to launch the character to any spot in the city, using the canals as the way to land without taking damage.
By using the momentum-retaining element of the physics engine, it is also possible to snipe certain pre-spawned characters by throwing objects during the accelerated state - the physics damage increasing exponentially with the acceleration.
This is the chosen method of handling the early objectives given by Relor's Crew, saving 11.34 minutes total over the span of four starting quests.
---------------
Act 1: The Dany Ark
After recruiting Sir Richard, it is recommended to leave him at Relor's and go with Dany to coordinates 17.09.50 on the local Braavos Map.
A scripted sequence will play out, showcasing a fight between two mercenaries. By carefully positioning oneself, the player can force a crit by a passing crossbow bolt to Viserys, immediately causing him to enter [Dying] state.
Due to the scripted event, any time Viserys suffers a death-like state near Dany for the first time, she becomes a controllable character and is offered a deal with Tiamat.
Take the deal. Immediately after the scripted sequence, strafe near the invisible wall on the left corner of the vision and wallclip by save-load - triggering a normally unreachable flag for the "Breaking the Chains"-event of Dany's story ark.
The chance of breaking Tiamat's influence is decided by a multitude of rolls and actions taken by Dany throughout the ark, but the only relevant roll at this point in the run is having Sleight of Hand, guaranteeing the maximum possible bonus to the roll.
By timing frames before selecting the dialogue option to make ideal RNG rolls, Dany succeeds in stealing Tiamat's lore (10/100 chance in a perfect no-glitch run) and checks the flags necessary for the "Wrath of the Dragon-Queen"-questline, allowing an Avatar of Tiamat to spawn in Essaria when the location is approached by the player party.
---------------
Act 1: Dragon Dream Sequence
After gaining the first level, and going to sleep, Viserys will have a Dragon Dream. All of the Dragon Dreams share the same cell space, separated by natural borders and invisible walls.
First Dragon Dream is started in a body of a Red Dragon - fly to the north-east, reaching the invisible border near the 13th Fire of Valyria.
Wall-clip using the save-load mechanic, and go straight to the north, reaching the hidden cell with the Bloodraven - talking with him allows to jumpstart the "Queen-Mother" questline and skip the need to go through 6 more Dragon Dreams, saving 06.32 minutes total.
---------------
Act 1: The Bright One ark
"The Bright One Glitch" is an infamous one - being literally the easiest one in the whole game to achieve to date, even after multiple patches.
Due to the quest triggers overlaying themselves after taking the objective, simply go inside the Uthero mansion, leave it, and enter it again - the Bright One will enter the state of "compromised" on his disguise and attack the player group openly.
---------------
Act 1: The Undead Ark
Starting the "Undead Ark" of Braavos and Lys in the 1st Act checks a specific flag for all Faceless NPCs - causing them to share 2x [Flask of Holy Water] with the player on demand.
NPC Faceless could be forced to overspawn by bodyblocking a "Lyseni Woman"-NPC scripted to leave their temple at 27.02.290 - every NPC following her being a Faceless until she drinks the water from the "death pool", and NPC spawn continuing as usual.
117x Flasks is the amount strictly required for the run, with ~10x additional flasks being taken in case of bad RNG.
---------------
Dario is an extremely dangerous opponent to the player party at the level it arrives to him in the speedrun. The community's accepted method is dropping a bottle of holy water at the Fleshforge's entrance, causing his escape pathing to glitch out, and stunlocking him in "feared" state with blessed water previously procured from the Faceless.
---------------
Act 1: Item-duplication Glitch
There are several item-duplication mechanics in the game world, some intentionally left by the developers as parts of "The Broken Inevitability" and "Jabberclocky"-events.
The community's preferred method is using the artifact "Dark Mirror of Llolth" - the cell shown in the reflection being connected with the open-world version, but reaching inside instead teleporting the player to the open-world version of the cell.
By wall-clipping through the Dark Mirror, as such evading the teleport-marker, and placing an item inside the cell, a duplicate of the item will be created in the open-world version.
Through repeated use of the event-granted "Greater Teleport" during the "Children of the Great Serpent"-questline, the Dark Mirror is used to copy a total 3.150.160 HD worth of petrified Demonic Spiders -- necessary for the later part of the run and the "The Great Sacrifice to [God]"-events unique to Viserys storyline.
---------------
Act 1: Plane of Fire RNG
Off-plane encounters are some of the hardest to manipulate and are unavoidable during the first visits to Elemental Planes.
"Aberi's Crew", in particular, was used to be considered a run-killer since it is factually impossible to deal with them quickly - the NPCs programmed to be as frustrating to take down as possible.
Thankfully, due to a weird interaction between the Elemental Immunities and the crafting ingredients, regular [Rock Salt] is considered a physical obstacle when placed off-plane.
Due to the "Falling Rocks"-clause of the physics engine, NPCs flee rapidly approaching objects - and a bagful of salt is calculated as if all of the space between the salt was a solid object.
5.1 pounds of Salt is enough to cause critical Morale damage to the crew and force Aberi to permanently flee, ticking the group off the table of possible random encounters.

---------------
Act 2: Force-Duplication Exploit
The 2nd Act of the game mechanically revolves mostly around building up a massive Empire and an army - vehicles are some of the most costly and difficult things to research and create, requiring most of the player's time to amass in a regular run.
However, due to not being considered either NPCs or PCs, the vehicles have some unique interactions:
By moving a Planeshift-capable vehicle partially into a natural Gate and then trying to Planeshift to one of the planes it is on right now, it is duplicated in its entirety, including the current crew members and non-unique items on-board.
While this exploit could be used with the Efretti Turtle Ships by Gate'ing between the PoF and Dis early on to generate infinite materials, it's more efficient to dupe Moonchasers by doing this in the much safer PoA - PoW gate.
The exploit also allows to auto-resolve any standard battle of the 2nd Act by bringing an "overwhelming" force to a fight.
Overall, using the exploit saves approximately 02.12.21 hours between the "Reconquest", "The City of Madness" and the "City of Molten Brass"-essential storyline events.

Tbc..?
This autism was supported by @Azel
 
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"The Bright One Glitch" is an infamous one - being literally the easiest one in the whole game to achieve to date, even after multiple patches.
Due to the quest triggers overlaying themselves after taking the objective, simply go inside the Uthero mansion, leave it, and enter it again - the Bright One will enter the state of "compromised" on his disguise and attack the player group openly.
How do you beat the Bright One if you haven't done any levelling outside of event-XP for as few missions as necessary though?

Also different question, did you somehow skip the Braavosi Demon-Arc without ruining the late-game by letting that Succubus run unchecked?
 
How do you beat the Bright One if you haven't done any levelling outside of event-XP for as few missions as necessary though?

Also different question, did you somehow skip the Braavosi Demon-Arc without ruining the late-game by letting that Succubus run unchecked?
The Demon Arc can be easily beaten by sequence breaking. There are only 3 random locations for the Succubus to hide in.


Also, alert levels done.
@DragonParadox, you want those formally voted into place?
 
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How do you beat the Bright One if you haven't done any levelling outside of event-XP for as few missions as necessary though?
The [Crown of Swords] item worn by the Bright One is calculated by the game as seven separate rotating physical objects, centered around the wearer's head.
Using the [Mage Hand] spell (retrained at the next level-up) and a piece of clutter allows the player to abuse the physics engine and apply the rotational vector to the Bright One instead - making him repeatedly smash around the room the fight takes place in, until his HP reaches zero.

(Note: it is recommended to keep a Richard or Waymar hacking at him, since physics engine is highly unpredictable, the whole body could ragdoll off into the sky after the death, taking some run-important loot with it).
 
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@Azel, we already have some Watchman-creatures assigned to the Legion-commanders to keep them safe(ish) from "Special: Shadow"-level threats.
100x Vigilant Briars (CR 4) - 10 per Legion
20x Vigilant Hunters (CR 10) - 2 per Legion (Bodyguard duties in Generals and such)
Shall the number be increased?

And/or any additional units to add to Legions to lower the sheer amount of shitshow entities within the range of "Special: Spectre" would cause?
Legions in most basic state don't really have much/any ability to fight ghosts yet.
Not without Imperial Steel weapons anyway, and I don't think we made those for them all yet..?
 
@Azel, we already have some Watchman-creatures assigned to the Legion-commanders to keep them safe(ish) from "Special: Shadow"-level threats.

Shall the number be increased?

And/or any additional units to add to Legions to lower the sheer amount of shitshow entities within the range of "Special: Spectre" would cause?
Legions in most basic state don't really have much/any ability to fight ghosts yet.
Not without Imperial Steel weapons anyway, and I don't think we made those for them all yet..?
I think we will need to go to the drawing board for that one. We have a lot of things for Shadow threats, but few for Spectre.

It would probably be best to design something specifically to counter Spectre Shadow scenarios, since they have some significant overlap.
 
After some looking, it seems that Vigilant Hunters would make the most sense to give Legions an edge against Spectre threats. Though I would upgrade their weapon sheaths to Imperial Steel and give them either throwing darts or javelins from Imperial Steel to give them a ranged option.

Other options would be one-time charms of Magic Army and a number of Magic Missile wands.

@Goldfish, your thoughts?
 
What's our production of Imperial Steel this month, really?
@Goldfish?
Are we getting every Legion member an IS blade by the start of Reconquest/the 5th month, or..?

Also, @Azel, would ghosts be good against ghosts?
Asking in (very) long-perspective, but is making Soulforged Spirits technically viable with the concepts the template is built with?
 
What's our production of Imperial Steel this month, really?
@Goldfish?
Are we getting every Legion member an IS blade by the start of Reconquest/the 5th month, or..?

Also, @Azel, would ghosts be good against ghosts?
Asking in (very) long-perspective, but is making Soulforged Spirits technically viable with the concepts the template is built with?
Yes, we can apply the template to incorporeal undead ever since we learned to apply it to souled undead in general.

Also, I'm not aware of efforts to mass produce Imperial Steel weapons.
 
Also, I'm not aware of efforts to mass produce Imperial Steel weapons.
Well, my assumption was that that'd be our ideal goal, not the one we'll get to achieve before Westeros. B/c price, mostly?

Still, what do I know?
Hence, asking.

I also think that we wanted to get at least one Legion geared out with Valyrian Steel weapons before the Reconquest..?
 
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Well, my assumption was that that'd be our ideal goal, not the one we'll get to achieve before Westeros. B/c price, mostly?

Still, what do I know?
Hence, asking.

I also think that we wanted to get at least one Legion geared out with Valyrian Steel weapons before the Reconquest..?
Well, we need an average of 10 pounds per Legionnaire for weapons and 90 pounds for armor. With spare suits, we need about 9,000 sets per Legion.

So 90,000 pounds for weapons only and 900,000 for full kit.

At 400 IM worth of reagents to make 50 pounds, that's 720,000 IM per legion for weapons and 7.2 million for full kit.
 
Well, we need an average of 10 pounds per Legionnaire for weapons and 90 pounds for armor. With spare suits, we need about 9,000 sets per Legion.

So 90,000 pounds for weapons only and 900,000 for full kit.

At 400 IM worth of reagents to make 50 pounds, that's 720,000 IM per legion for weapons and 7.2 million for full kit.
Armor is secondary priority, but having at least one Legion where everyone has ghost-touching weapons would be very useful next Winter.
 
Main bottleneck isn't so much the money, but the smiths. I'm not sure how many we got that can forge freshly made IS and how many weapons each one can crank out.

Or if we can just cast the weapons in batches that just need a spot of sharpening.
 
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