I got the Milo's invite without touching the StaHerb repeatable questRequirement:
| > Complete all quests (one-time and repeatable) in Adventurers guild in Noer once? (One-Time quest 1-6 & Repeatable 1-4)
I imagine I can see those files when I open the game up and run it with the console in the background? Yeah, if so I'm not seeing anything of the sort. I may have been a little too quick to determine the bug (or not) was still present in the 0.4.4.0 build, also. I'd gotten a little paranoid after seeing the same portrait for so long that I was sure if I was seeing it then something must be wrong. As is, it's been coming and going in a seemingly as-intended way for several hours now, generally when in a better mood than not. There was definitely something funky up in the older build, though, since the face was consistent across all permutations of stamina, health, food, and mood over the course of an entire in-game week (and I can't say whether or not those specific files you called out were responsible since I ditched the old version, my bad).Does behaviour change if you move somewhere files /ModScripts/0_O_StatCheckOptimization.rb and /ModScripts/1_O_StatPortraitOptimization.rb?
Those two files from my optimization mod proved to be most problematic with portrait bugs...
If nothing changes then that means it's most likely default behaviour (How's your mood?)
Nympho is really hard to use and seems only really useful in ambushes. If an enemy knows you're there, it's useless. Though I think some weapons can cause stuns from the front too so they may work better for that build.I got the Milo's invite without touching the StaHerb repeatable quest
Great guide there
I'm not sure if Nympho is the right path, since I can't use Juicing in fights
Shield bash has decent chance to stun from front, but it comes with knockback and 2 sta per attack and it's still a chance, so not really comfortable.Nympho is really hard to use and seems only really useful in ambushes. If an enemy knows you're there, it's useless. Though I think some weapons can cause stuns from the front too so they may work better for that build.
Too much work to remake lighting to not rely on external libraries which are not available on android.Any chance of android ports?
Install the latest beta. The issue you're describing is one that was specifically corrected in one of the more recent ones.Getting a bug during the catacomb quest where you sneak by and then talk to the necro mancer cacoa. When the orkinds show up the game gives a error, about to many arguements or something. Please help
I downloaded from the link in the front page though is it not up to date?Install the latest beta. The issue you're describing is one that was specifically corrected in one of the more recent ones.
Doomgirl doesn't exist..."LonaRPG: you play as a young nearly defenseless girl in a dangerous world."
View attachment 618618
A man can dream, right?
Make a mod file with following contents:Would it be possible to edit survival mode? I like some features of it but not food disappearing on switching maps or increased travel time.
module GIM_ADDON
def leave_map_drop_raw #do nothing instead of dropping all raw food
end
end
I forget where but I did stumble upon some explicit "survival mode on -> increase this cost" lines. Might be limited to specific terrain or other circumstances though, I did not investigate further as I have little interest in survival mode.I have not noticed any change in travel time or stamina cost from just turning on survival mode. Maybe you got some debuff?
You are free to check file /Data/Scripts/Editables/100_Game_Player_handle_on_move.rb method def handle_on_move_overmapI forget where but I did stumble upon some explicit "survival mode on -> increase this cost" lines. Might be limited to specific terrain or other circumstances though, I did not investigate further as I have little interest in survival mode.
"97_Game_Actor_StatsAndState.rb" has an explicit cost increase in "process_nap_change" deducting 18 saturation baseline, 2 extra from WeakSoul and another 12 extra with Setup_Hardcore. There are several similar lines in other scripts, I can't guarantee any of them take effect during overmap movement specifically but given the nature of that one I'd be surprised if there was no extra cost for advancing the day/night cycle on the overmap in survival/hardcore mode at the very least.You are free to check file /Data/Scripts/Editables/100_Game_Player_handle_on_move.rb method def handle_on_move_overmap
Survival mode (called $story_stats["Setup_Hardcore"] in code) does not affect sta at all and amount of time consumed is directly calculated from tile region's stamina cost and whether you're using ctrl or not.
Survival mode only affects frequency of encounters and their difficulty.