version 69c :What's the latest version of the game? Is it r68b? I remember downloading this version from here, but now it's version 66. Which is the most recent and up-to-date version? 66 or r68b?
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version 69c :What's the latest version of the game? Is it r68b? I remember downloading this version from here, but now it's version 66. Which is the most recent and up-to-date version? 66 or r68b?
Each T3 tactic has a different requirement to be used. fantasize requires the chosen to be currently surroundable, slaughter/strip requires other chosen to be surrounded/captured, and self-destruct to be currently captured. These are always the conditions for their use as far as I know, even after the initial break. I haven't seen a hard limit on their use, but I did have one chosen stop using fantasize after performing the t4I apologize if I've missed it somewhere in the amss of text files, but what actually triggers a Chosen to use a given adaptation after their T3 break? Specifically, what makes them use Fantasize vs another tactic, and what's the rough limit on the number of times they'll use a given adaptation move?
Ok, from my understanding; all adaptions cannot be triggered consecutively. I.E, you won't see a chosen trigger fantasize on consecutive turns, but you might see them alternate between fantasize and slaughter. You'll also need their target circumstance to be high enough. Specifically, Lv.2 when below the effectiveness threshold for Lv.4 break (1000% normally, less if on campaign with achievements), Lv.3 when above but before Lv.4 break, and Lv.4 after being completely broken.I apologize if I've missed it somewhere in the amss of text files, but what actually triggers a Chosen to use a given adaptation after their T3 break? Specifically, what makes them use Fantasize vs another tactic, and what's the rough limit on the number of times they'll use a given adaptation move?
Personally, I like to aim for 24 disgrace. That's a 189 EE forsaken that's still relatively powerful.I've followed the others' advise to get a core dignity forsaken trainer. I got a forsaken worth 616ee with +46.5% victim HATE and PLEA damage as forsaken as punishers.
I only reached about 400+ee during the final battle on my last loop, I really don't think I can afford 616ee every loop to get better forsaken.
How high can I get the forsaken's disgrace where they become affordable, but will still gives me a noticable boost on future forsaken's damage?
Thanks for the bug reports here. They should both be fixed now. Mechanical Chosen weren't getting their power suits, and this was also affecting cases like mummy-type Undead Chosen not getting their unique outfits either.New version isYou must be registered to see the links
Did a quick run and there still seemed to be a bug related to Level 3 operations. Unless I am mistaken it should be caused by the feature which allows you to get Level 3 operation directly by doing 2 t3 breaks. Instead of unlocking the level 3 operation it ends up repeating the level 2 operation which was going on.
It could also just be exclusive the level 3 operation unlocked by Morality + Dignity.
Here's the situation-
I had the mechanical chosen on rampage. She was doing Level 2 operation "Monopolize thrall attention". After getting her t3 morality break and then the t3 dignity break instead of unlocking the Level 3 operation "Demand Worldwide Attention" she decides to just redo her level 2 operation(Refeshes the days). If I get the remaining t4 breaks she does the right Level 4 operation though.
In order to replicate just do Star's Dignity t3 break.
PS: Shouldn't mechanical chosen with a power suit like Star here have a different outfit description than other chosens?
It isn't possible unless you started the run in cheat mode.Is there a way to add a forsaken to an ongoing single play? I started one not realizing that a devil chosen need to have one to trigger her break so I got stuck...
Thanks for this bug report as well. Ego Murder was affecting things it shouldn't, and putting Chosen into a bugged capture state.I think I found another bug, this time related to Angels.
-Dont know if it is intended or not but Angel chosen's t3 hate action also releases captures by both commanders and forsaken even though the description only says "surrounds".
-When it does that if you capture the chosen who was released again she gets captured for whatever turns were left when she got released and the "Recall" option shows(Which only Splendor should have, right?)
View attachment 5306947
- Then if you release the chosen yourself after this bug is triggered the capture turn gets reset instead.
Also don't know whether the fact Angels can absorb the "unremoval" angst from Reign aversion is intended or not.
Here is the save file. Just need to try and trigger Ego murder on Brand while Summon is captured.
This was a bug with the single-play-to-campaign conversion system, so thank you for bringing it to my attention! It's fixed now.So, I found a bug, though it may have already been fixed given the origin.
I had a save on v 0.66 (from the OP, that should probably be updates at some point). Started a single-play game which I converted to a campaign midway through once I realized I knew what I was doing. I've made it all the way to day 43 and am posed to pop the final battle, But when I complete the final battle, after a scene of a surviving chosen fleeing then getting imprisoned by the military, clicking the Continue button just results in the game displaying the Seperator token ('-----' in my case, but does not progress to the next part of the campaign. This occurred in both v0.66 and v0.69 when I moved the save over to see if it was something about the version.
I also haven't been able to reproduce this. If you can give me a screenshot of exactly where the crash happens, I might be able to figure out which code is responsible.I've been getting a rather... odd bug. I'm not entirely sure what triggers it, and I cannot reproduce the issue when restarting or reloading the game.
Basically, when triggering a scene change (Visit, next battle), the scene change doesn't occur. Instead, the text scrolls back to about the middle of the current log, and the character image screen is loaded, but the buttons and text remain the same. This seems to occur if there's a lot of text in the current console window. I can occasionally reproduce the issue when reloading in the same session, but restarting the game seems to fix it.
I'll include my save file, C3-Ongoing is the latest save that had the issue. But, again, cannot reproduce on a fresh session. So not sure if looking at the save will actually help find it.
The code there was added at the request of some modding enthusiasts in the Discord server, so they might be able to tell you more.Disclaimer: I'm not a Java programmer, not even a little.
Digging through the Recaf decompiled code, it looks like the game will locate jar files in the mods directory and its subdirectories, load them, and then run the init method for each class within on the Project instance (which I believe is the top level object for the game).
If there are multiple jar files in mods directory, there seems to be no guarantee regarding the order in which they will be loaded, aside from files in the same subdirectory being contiguous.
If my understanding above is correct, I am not really a fan of this approach to mods. It feels overly permissive and too structureless; for example, perhaps it would be better if modded actions have to be hooked up to pre-defined events (in the programming sense) via listeners.
By the way, since I'm unfamiliar with Recaf, I'm wondering if it's making the code more clunky than it has to be. For example, a snippet looks like:
If these lines are really hard-coded in this fashion, it may be a good use of time to refactor the code to make things easier going forward.Code:w.underlineAppend(t, "Classic"); w.append(t, "\nThe original Corrupted Saviors experience. Recommended for first-time players.\n\n"); w.underlineAppend(t, "Casual"); w.append(t, "\nStart with a random selection of items. This makes the player more powerful, but strategies learned with one item set might not work well with other item sets.\n\n"); w.underlineAppend(t, "Challenge");
It's a fun idea, but I want to avoid adding items which don't do anything on their own.As for example for mods I like to see, I'd like to see people add in fun new items,
One item I thought up that would be fun "pansu collection" the item initanly dose nothing but every time you get a pansy item you get a small buff, collect them all for a significant buff.
Great suggestion - this is now coded for R70.Some UI feedback - I've been running with GPS Satellite + Tomorrow's Newspaper (Powerful combo, BTW). And, I think it might be a good idea to add a line saying what upgrade was unlocked when upgrades are gained from items. I got a bit confused at first when I was getting +2/3 EE at seemingly random from purchasing upgrades.
I've reworded her traits a little to make it more clear that the bonus only applies while the Distortion remains.Also, for Reign - She has a unique requirement (unless all bosses have a similar requirement?) to begin the Despair distortion, needing a T3 Confidence or Dignity break first before it can trigger. But this isn't reflected in the corruption progress tracker. So unless you actually read the requirements, the player can easily miss the additional requirements. So, I think this needs to be displayed similar to Megalomania, so it's more noticeable that there are additional requirements. Side note; the text for Reigns Fisher King ability would seem to imply that you could stack multiple distortion bonuses - Triggering Despair, then Megalomania, then something else. "Distortions apply special effects to this and all future cities." But, looking at the code, this is an if/else situation, so that's not possible. Might be better to reword that to specify that only one distortion is applied, not multiple. Or use if/if statements so that all prior distortions still retain their effects.
Thank you for catching these as well! They should both be fixed in R70.Found more bugs:
-Mechanical chosen don't seem to give any extra bonus when spared.
-Despaired Elemental forsaken don't remain deployable.
The Temptation Distortion bonus for Angels is that they grant a buff to the partners they had fought beside as Chosen. It looks like you didn't end up with either of her partners among your Forsaken roster, so the trait doesn't show up.bug report:
Shine , the angel forsaken was defeated by tempting... and she has no eager partner trait
Edit: you can still instill fixation so she gains "tempt" defiler
I may have spared both of them just before checking.BTW lately when you change versions it makes the body you create to aproach ,in earlier versions, unable to do so, the buttton to aproach does nothing. Would you like a bug report of that the next time it happens?The Temptation Distortion bonus for Angels is that they grant a buff to the partners they had fought beside as Chosen. It looks like you didn't end up with either of her partners among your Forsaken roster, so the trait doesn't show up.
I've added a new line in the Tempted Angel Forsaken's profile to make this more clear in R70, but otherwise the situation in your save is working properly.
Thanks, works fine on the latest version now.This was a bug with the single-play-to-campaign conversion system, so thank you for bringing it to my attention! It's fixed now.
I get what i assume is the same bug occasionally when doing too many saves and loads of the same day trying for different outcomes. Loading any save manually fixes the issue. It doesnt hard lock the ui so i didnt bother to report it before as its fairly minor.I also haven't been able to reproduce this. If you can give me a screenshot of exactly where the crash happens, I might be able to figure out which code is responsible.
This is what I meant, the tracker does not show that Reign requires a T3 CON or DIG break before performing the despair distortion. It is explained in the actual text, but if someone doesn't expect the requirements to change, then they might not notice the difference.Regarding expressing the Despair requirement more clearly, if I'm understanding you correctly, the requirement is already shown on the team's corruption progress tracker, but it only shows that requirement if you haven't fulfilled it yet. Let me know if you mean something different, though.