- May 25, 2020
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Doesn't the "american tourist" background perk in silly mode basically do this? Haven't used that perk in a long time, but seems like it reduces enemy AP by 1, though it isn't a guaranteed proc. Not that it's particularly necessary by any means, but if you wanted a vanilla means to influence AP ratio's I think that would be it.How Do you Increase your AP or what are the ways to increase your AP?
It only decreases your enemies' AP by 1. Pretty sure it was bugged where it wouldn't activate until after the first turn of combat as of 4.1. Does anyone know if it was fixed in one of the recent updates?Doesn't the "american tourist" background perk in silly mode basically do this? Haven't used that perk in a long time, but seems like it reduces enemy AP by 1, though it isn't a guaranteed proc. Not that it's particularly necessary by any means, but if you wanted a vanilla means to influence AP ratio's I think that would be it.
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<behaviour orgasming="alpha2" target="pc"><![CDATA[CREAMPIE]]></behaviour>
it is, basically. it's the entire game just inherently modded. when you open the file for Lolilith's Throne mod you'll see an executable JAR file. that's the modded game itself - you can't really take the modded changes over to a standard Lilith's Throne so just be warned that if you start a game on the JAR modded version there isn't any save-carrying; especially if the modded version is different than the current LT version.Alright, but the Lolilith's Throne mod seems to be the entire game, which is making me confused.
there is atleast in thery a place for it hereSeems there's an issue with creating Combat encounters.
If you flee the encounter, the NPCs you added don't get removed since there's no dialogue system available to allow you to code that outcome into the encounter.
There's only "<nextDialoguePlayerVictory>" and "<nextDialoguePlayerDefeat>" tags available. I assume there will be a "<nextDialoguePlayerEscape>" tag later?
Meanwhile, my NPCs are just standing there in a tile, looking like idiots.
Tbh, I dug through combat files hoping to find something like a "setEscapeChance()."there is atleast in thery a place for it hereYou must be registered to see the links
wherein "getEndCombatDialogue" will also need to be extended to support the player fleeing from combat.
lol, that's because 0.4.2.5 was originally supposed to be released on November 27th ><Anyone else notice on the Blog, that Inno said release target is the 20th in the post, but the 27th in the side-bar? It seems even Inno doesn't trust herself to meet the deadlines she sets.
Added an issue on github describing it hereTbh, I dug through combat files hoping to find something like a "setEscapeChance()."
But, I ended up once again resorting to writing up a Status Effect to solve the problem.![]()
I could have sworn that I'd seen another date there since that post, but it could just be my mind playing tricks. Either way it shows just how little you should trust any deadline.lol, that's because 0.4.2.5 was originally supposed to be released on November 27th ><
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That's a generous notion and neither do I, despite crawling through it for over 6 months. Sarkath usually dives into the core code to tear it apart and submit core changes through PR requests. I just make use of the tools I'm given.Added an issue on github describing it hereYou must be registered to see the links
I could have probably added it myself somehow but I dont know the codebase well enough to attempt that.
interesting funfact I think I actually possibly got the memory use of LT down by a whole 2% by uh the equivilent of banging on it with a wrench a few times.That's a generous notion and neither do I, despite crawling through it for over 6 months. Sarkath usually dives into the core code to tear it apart and submit core changes through PR requests. I just make use of the tools I'm given.
possible? yes. plausible? unlikely. the game's code is hot trash and the memory usage is still the stuff of nightmares, so adding anything without implicit knowledge on what you're doing, not just winging it with previous mods as guides, could very well break the game or, somehow, make it worse.With the encounter, map, sex modding fleshed out this well, it's entirely possible to just recreate your own literal branch of the game.
Like, just adding your own (unofficial) side-story quest line and everything, complete with races, items, weapons...
I may have partially fixed the memory use issuespossible? yes. plausible? unlikely. the game's code is hot trash and the memory usage is still the stuff of nightmares, so adding anything without implicit knowledge on what you're doing, not just winging it with previous mods as guides, could very well break the game or, somehow, make it worse.
jfmherokiller What did you do?Since the last post (and the release of v0.4.2.3), I've mainly been working on getting a large pull request merged (PR#1622 from AceXP) that should significantly improve performance and save file sizes in games where you have a large number of unmet offspring.
well as of rn it seems LT uses about 2GB+ of memory I was able to get it down to 1.5GB.I could have sworn Innoxia already said something about (future) drastic improvements made to game performance.
Did I hallucinate that or misinterpret?
EDIT: Here's the quote from 11/22:
jfmherokiller What did you do?