Inn

Inns are important buildings found in basically every town and city in MotA. Inns have some new features and mechanics included with them beyond what was available in the GBA games.

## Mechanics

Just as in the GBA games, the price of each Inn depends on the number of party members and the base price of the Inn. So if the base price is 10 Gold, a full party of four will be charged 40 Gold for a night. Base prices tend to increase over the course of the game, although Inns in remote locations may be cheaper.

Unlike in the GBA games, choosing to rest at an Inn does not immediately return the player back to the front desk so that they can leave. Instead, players are taken to a unique Inn Menu which has several options available.

Inn Menu options:

* **Eat Dinner:** Choosing this option has your party consume the local cuisine prepared at the Inn by the chef. A very short scene will follow where the party members will comment on their feelings about the food, with the player having the choice to give their own views. Eating dinner will also grant a small stat buff to the party (usually +5% to a single stat) which will persist for a fixed number of battles, or until the next time they stay at an Inn.
* **Check In with Party:** This option allows you to check in with your party members and have one-on-one conversations with them. After selecting this option, you'll be given a list of potential party members to speak to.
* **Turn In for the Night:** Selecting this option ends your night at the Inn, fully healing your party and restoring any of the few status conditions which persist outside of battle (although, it will not revive downed Adepts, who must be revived at a Sanctum)

## Eat Dinner

The following is a list of locations in the game and which meals they will serve.

Meals may have individual dialogue, or they may have adaptive dialogue depending on the nature of the meal, e.g. meals might be given certain attributes like "Very spicy" or "Large portion size" or "Seafood" or "Vegetarian" which different characters will have different reactions to.

## Check In with the Party

Choosing "Check In with the Party" allows the player character to choose "Inn Conversations" with their party members. Conversations can raise Affection. Conversations tend to be not too terribly long, and all take place within the Inn. The manner in which Inn Conversations are selected is fairly complex.

When "Check In with the Party" is chosen, the game will decide on a Conversation to assign to each party member, chosen from the following types of conversation:

**Friendship Conversations:** These are an ordered series of conversations where the player character will slowly learn more about the other character, and they will grow closer. These could be thought of as similar in some ways to Support Conversations in the Fire Emblem games, or Social Links in Persona. There are a limited number of these (tentatively 8 per character) and thus they will stop appearing once they have all been completed. These conversations tend to get a bit longer and more involved the further they go. Some of these conversations may be locked until certain plot events occur which develop the characters' relationships further. These conversations raise Affection by a varying amount, growing from 1 to 8 as the bond deepens.

**Plot Conversations:** These conversations involve characters discussing recent developments in the plot, as well as what may lie ahead of them in the future. This may also include things like commenting on recent boss battles. These conversations can only be triggered once, and if the plot is advanced far enough beyond the relevant topic of conversation, they will no longer be available. Because they can be permanently missed, when they are available, a "!" appears next to the character's name on the menu. These conversations raise Affection by 4.

**Location Conversations:** These conversations involve characters commenting on the town or city which the Inn is located, or nearby locales in the world. These tend to be shorter, less involved conversations, and could be considered to act as "filler" or "substitute" conversations for when more important conversations aren't determined to be important. However, they are still unique enough that they do not occur more than once. These conversations raise Affection by 2.

**Extra Conversations:** These are very short, very simple conversations which exist so that conversations can still occur even if none of the above categories of conversations are available any more. They generally consist of characters confiding trust in each other or offering general encouragement. These are the only types of conversation which can be triggered more than once. These conversations raise Affection by 1.

### Conversation Selection

Not all characters are necessarily available for an Inn Conversation on every stay at an Inn. If the game determines them to be unavailable, their name will be greyed out with the message "It seems they've already turned in for the night" appearing if you attempt to select them.

Pseudocode in plain English:

* Start with no Conversations available to any character
* For each character, if there is a Plot Conversation available to them, make that conversation available (and display a ! next to their name)
* For each character who still does not have a Conversation available, if there is a Friendship Conversation available to them, and they were NOT spoken to on the previous Inn stay, then make that conversation available
* For each character who still does not have a Conversation available, if there is a Location Conversation available to them, then make that conversation available
* If there are currently NO Conversations available to any character, then iterate through the characters in a random order. If a character is found with an available Friend Conversation, make that conversation available, then exit the loop.
* If there are currently NO Conversations available to any character, pick a character at random and make an Extra Conversation with them available.