Darkstar2610
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- May 23, 2019
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Probably no, but which one? The combat/sex action log? Dialogue? That bottom-right "activity log" thing which mostly lists saving and item use?Anyway to expand the text area?
There is, if you go into a save file with any text editor (I prefer notepad++), you can edit values. Although be aware that these saves record literally everything, including NPCs you've met, their likes, their gender, etc...is there a way to edit saves? for example adding health
Aside from editing the save file yourself or using 'buggy' (debug menu), I have been working on ais there a way to edit saves? for example adding health
I mean was the combat system ever remotely balanced? I just assumed it was a here something basic until I got around to putting in one not stupid. And then just never went back to it.
How early races like dogs or domestic cats were balanced is unknown to me. They were implemented before my time. And yes, they all suffered from power creep. The new races that I added were scaled initially more conservatively, dragons had 80 or something like that, small mammals had 30 or 40, large predators matched hyenas, which served as the framework template, at ~50. There was some further discussion about lore congruence and whether or not races should be cosmetic only, and then I re-scaled everyone of my non-mythicals to ~50, and that has been the total ever since.Your third paragraph confuses me though, because stat totals are exactly what is wrong with these races. Mythologicals get between 200 and 300 stat points IIRC, some predators get over 50, some pets more like 5. Squirrels get a laughable ONE SINGLE stat point!
Enemies do need to get stronger over time, but that is what gear and levels are for. Increasing stats via races (without level scaling a homogenised budget) will lead to either railroading of player identity as every non-Yokai/dragon form becomes worthless or massive race bloat as every one of them gets mythological variants with higher stat tiers.
And currently the stat-strong races get good unique moves too. Or at least good for NPCs, alternate-loss immob is uncounterable but too slow to be worth using as the player.
Same as with other special attacks the main issue is the lack of scaling rather than the target power level. Some attacks deal flat damage, most use Unarmed damage which has solid progression, status effects are completely and utterly useless with their non-scaling -2 physical shielding and similar crap. As far as I can tell everything except status effects could easily use more advanced logic via pure XML as it has access to the caster NPC scope (to read out the level I hope).Their breath weapon intentionally maxes out at less than what a level 50 player can do with Fireball
Well Action Points and Energy Shielding are grossly underused attributes for "agile" species. Small prey could also gain Critical Power via "keen senses"/"precise movement"/"sucker punch". Can status effects at least scale off host NPC properties without Java edits?It's also been more difficult to differentiate the races ever since miss chance was removed in the combat rework, basically turning "agile" races back towards conventional physique.
Originally Breath Weapon scaled with the player's elemental proficiencies without limit, but this was immediately exploited. I then wanted it to follow a roughly natural log curve, but this is not so easy to do with basic arithmetic and there was an object context bug, so now there are placeholder values.Same as with other special attacks the main issue is the lack of scaling rather than the target power level. Some attacks deal flat damage, most use Unarmed damage which has solid progression, status effects are completely and utterly useless with their non-scaling -2 physical shielding and similar crap. As far as I can tell everything except status effects could easily use more advanced logic via pure XML as it has access to the caster NPC scope (to read out the level I hope).
The designer of the combat rework told me in no uncertain terms that additional AP should be given out basically never, and I would like to respect their wishes. I have proposed adding a substantial cost multiplier for AP on the calculation table, but thus far no number has been decided on.Well Action Points and Energy Shielding are grossly underused attributes for "agile" species. Small prey could also gain Critical Power via "keen senses"/"precise movement"/"sucker punch". Can status effects at least scale off host NPC properties without Java edits?
You will need to perform edits somewhere if you want to do this. Easiest way I can see is to change the file extension for the file in the /res/ directory. You will need to do this with every update.Sorry if this has been asked before (several times probably...) but how do you make an OVERWRITE mod? For example there's a set bonus status effect in "/res/statusEffects/sage/set_latlov.xml" but if I copy-paste that to "/res/mods/testmod/statusEffects/sage/set_latlov.xml" I get two status effects upon wearing the Latex set: the unchanged original one and my modded one on top of it. Instead I want to only apply my modded one, without editing or deleting the original version.
As I've said elsewhere, how the early races were balanced is not known to me. Point totals were a relatively recent, and admittedly arbitrary, way to try and create some kind of standard.Is this the same stat tool that's the reason why I can walk out of the mansion at the very start of the game, enter a tile next to it and then encounter a horse morph at 100+ hp who can hit for like 30 hp?
Then why even put it in the game?I mean was the combat system ever remotely balanced? I just assumed it was a here something basic until I got around to putting in one not stupid. And then just never went back to it.
Your save is an .xml, so you can use an ordinary text like Notepad++, or Sublime if you wish. You can edit anything you want then because the game stores just about everything in the save file, including your party size limit and even what specific NPCs are wearing.is there a way to edit saves? for example adding health
To be identified as a ryu-morph, a character must be a dragon-morph with a ryu face, a mane, external ears, a tufted tail, and no wings.does anyone know what traits i have to use to make a ryu dragon
If the problem is that character's gender attraction is incompatible with your gender, you can get the Hypno-Watch (through either playing the story-line, or buggy) and charge it with a gender preference, then you can beat them in combat and use the watch. I'm not certain how easily it can outside a combat win though.Is there anyway in the xml or in 'buggy' to make it so an NPC or custom built npc to be attracted to the player? I got obedience and affection high, but it still says NCP is not attracted to you and I'm not able to perform the submissive acts.
What do you mean "unlimited"? The damage stat is capped to 100 so something like "level * AP cost * bonus modifier" would naturally yield values similar to weapons and spells assuming the breath is also affected by 2 damage stats (if not just multiply them into the formula).Originally Breath Weapon scaled with the player's elemental proficiencies without limit, but this was immediately exploited.
Aquatic races have one, and Shadow/Silence gets it as a buff which is how I found out it's possible. I am well aware that messing with AP can break a lot of things but it's already being done so there needs to be a more detailed response than "please don't". (Not saying that's your responsibility mind you!)The designer of the combat rework told me in no uncertain terms that additional AP should be given out basically never, and I would like to respect their wishes.
Oh great, that means overwriting Java content is impossible I guess? So much for taking my own shot at rebalancing after complaining so muchYou will need to perform edits somewhere if you want to do this.
Everything that affected elemental damage affected Breath Weapon, including bonuses. So loading up on enchantments and potions got the damage output to new heights because the multipliers stacked.What do you mean "unlimited"? The damage stat is capped to 100 so something like "level * AP cost * bonus modifier" would naturally yield values similar to weapons and spells assuming the breath is also affected by 2 damage stats (if not just multiply them into the formula).
Yes, I have tweaked AP as part of set bonuses in clothing mods. It is just an attribute like any other. Based on that experience, I am hesitant to do anything of the sort to the base game.Aquatic races have one, and Shadow/Silence gets it as a buff which is how I found out it's possible. I am well aware that messing with AP can break a lot of things but it's already being done so there needs to be a more detailed response than "please don't". (Not saying that's your responsibility mind you!)
Sorry but I don't understand, are you talking about a previous version with different mechanics? At present damage stats are capped out at +100% which means my formula would return 12 dmg at lvl1 with max stats and 600 at lvl50 which is possible with basic attacks (50dmg base weapon * 4 from stats * 3 attacks turn one, even ignoring crits)Everything that affected elemental damage affected Breath Weapon, including bonuses. So loading up on enchantments and potions got the damage output to new heights because the multipliers stacked.
thank you for trying to help but there was no way i went there i bought the dragon fruits i put these characteristics and even so i am still being recognized only as drake or dragon morph. it doesn't seem like anything saying I'm a ryu or even racial bonuses don'tTo be identified as a ryu-morph, a character must be a dragon-morph with a ryu face, a mane, external ears, a tufted tail, and no wings.