The crashing issue is more widespread than initially thought. Basically I changed some internals for (among other things) doing comparisons between variables. There are miscellaneous cases where requirements are checking comparisons and looking at places that end up null. This isn't something that I can fix with a mod, so I'll be putting up a new version soon. I BELIEVE I have it fixed on my side, but I'm going to spend another day (probably) double checking things.
You can't load mods mid-run, though, can you? I'd like to finally get the chance to research this curse... Then again, a full fix might require a restart anyway.
I mean, in the same way that nothing actually STOPS you from changing save versions mid-run, nothing actually STOPS you from changing your mod list mid-run either. The game will throw a warning at you before loading, but it won't stop you. Depending on what the mods actually do, it may or may not break anything, but in general I'm always going to err on the side of saying not to do it.
As an aside, this made me realize that I literally forgot to add the code to update the game's save file to say it is version A11 rather than A10, but nothing actually changed in the save file format that needs changed between them so it doesn't matter.
...Well that made for an interesting challenge.
Kinda surprised you managed it at all.
(It's new, right? I don't recall it being elsewhere and my notes say there's still one status ailment I haven't seen from last update.)
It was new in alpha-10, but you can get it from one source other than that curse.
So, the new desire manipulation screen... Despite taking fewer button presses to raise or lower any given desire, it actually feels *more* troublesome to actually do any of it. I think the main issue is how spread apart every button is across the whole thing, whereas before you had everything clickable in a small section while the rest of the screen was for showing stats and stuff. Instead of quickly picking from a list, you've gotta click the trance button up top, move to the bottom to hunt down the particular desire you want to manipulate, then go above or below that for the button you want to click. And the curse list takes several extra clicks to get to the curse you want (with no quick way to see the full list of curses), but still requires you to go up to the top of the screen to hit the Curse Up/Down buttons. Keeping all the relevant buttons closer together goes a long way, and I found the old version easy to use for that reason.
Wish I got more feedback like this. Good stuff. I'll probably iterate on it some more, though honestly it sounds like I could just move the row of buttons below the curse box area and it would alleviate what you're saying a bit.
(Speaking of which, should we expect the conclusion to the Experiments update to come before any of the others, or was the vote just on who gets their Part 1 first?)
I should probably figure this out, huh?
I've yet to lose after over a dozen runs, so this method works so far: hit the first soft cap for each knight's three highest stats (ie. when it costs 2 stat points to upgrade one stat, you can stop) ASAP. But on floor 3 or 4, take your first curse to act as a buffer against Corruption Waves. As you've noticed, most curses don't hurt too much so the first curse helps offset temp. Corr that Corruption Waves would otherwise give you, stopping Corruption from getting out of hand early on. Taking a bunch of curses early often bogs you down, as the number of skills you get per floor won't keep up with the compounding effects of the curses.
This method is for completing floors. If you want to deliberately get hit by creatures/traps and collect specific events in the dungeon, you can still use this method but it takes a lot of time manually instructing a knight to exit and enter a trap/monster room to let it hit them over and over (because otherwise the knights usually destroy everything).
My perspective is way off from the normal way of playing for a lot of reasons, but when I play I sorta kinda go with a pretty similar strategy to this. In general, I think if you CAN get a relatively cheap stat point at the end of a floor, you should. It's less exciting than a skill point, but more impactful in the long run.
When you think about the math, a single point of permanent corruption only subtracts 0.8% of a knight's vitality stat. All knights start with 12 Vitality, so a single point of corruption is pretty close to (but not exactly) a 1% stat loss, while increasing that same stat by 1 is close to (but not exactly) an 8% stat gain. This is really over-simplified and there's also diminishing returns on stat points, but in general yeah. I generally go with a strat of trying to get stat points when the corruption cost to do so is low, while picking up just enough curses to not take damage from corruption waves.
Of course, I know some people that go max curses for fun, which also ends up being surprisingly viable. Taking as many curses as possible just means that it's unlikely for any of them to reach high ranks from corruption waves, so they don't get in the way too much.
Though I keep saying the game is too easy and yeah this is probably part of why. Thing is that the line between a curse having little impact (greed, sadism, flirty, sloth) and a curse being pretty annoying (paranoia, insatiable, craven) is surprisingly thin.
Edit: I should add that, I focus on upping maxing each knight's "primary" offensive working stat and their relevant skills first. So Strength for Raine, Reflexes (with Backstab) for Elli, and Willpower (with Smite and Spellsword) for Lucette.
Man, spellsword used to be pretty bad but now I've started to feel like it might even be too good. There probably just needs to be more things to spend charge on, since it's really easy to stack it up really high right now.
Curious to see what sort of mods get made.
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