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Clemency

Active Member
Jan 21, 2024
837
1,014
Is there a console command to reset Cassius'/Truls' fight? Neither of the two have appeared in my game.
If you have not encountered them, these are their locations. Check if you still got them:

https://attachments.f95zone.to/2024/04/3579013_guide_mor_cassius.png
https://attachments.f95zone.to/2024/04/3579011_guide_mor_truls.png

If they are not there, press Control + Shift + J on Chrome or Edge and enter separately:

SugarCube.State.active.variables.cassius = undefined

SugarCube.State.active.variables.truls = undefined
 

A.aron

Member
Sep 2, 2020
133
72
Mar 5, 2024
80
45
Having very high dexterity on your MC might make the Terror miss a lot as long as you are not wearing armor that penalizes DEX too much. I never really tried it though (because DEX won't save me from enemies with the dangerous guns so I prioritize it last) but it should be possible.

EDIT:

Alright, I did an experiment and it turned out better than I thought it would go for characters that were not wearing any armor. Still iffy though. I had cleaner runs with my low DEX herculeans. The problem might be the weapons. Only me and Aria were holding greatswords. Only I was wearing armor because I forgot to take it off. I was not doing powerstrikes until two of my girls were incapacitated because I wanted to see how DEX performs in a drawn out fight so if this was serious, maybe I could have avoided Loren's fall. Aria though got taken out by turn 5-6 so it was not possible to save her.
Well 100 dex or even 130 dex is nothing.
As it a slight simplification of the current melee hit chances (of enemy attacks) is
$weaponskill+15-random(1,40)-$targetdex,
where $weaponskill is the meleeskill of the attacking enemy, random(1,40) is the skillroll of the attack and $targetdex is the dexterity of the target.
In the above simplified formula the hit chance modifications due to low skill roll (+100 for skillroll of 1 or 2), dex penalty of armor (of the attacked npc/mc), weapon specific hit chance bonus (of the attacking weapon), hit chance modification due to reach (ie. attacked npc/mc is wielding a spear) are not taken into account, along with some other seldom hit chance modifications (ie. due to "master traits" or mc/pc being targeted, while totally wasted from alcohol consumption or because a prowler was taken along for a walk as a follower).

In the simplified formula one can see, that if $weaponskill+15-$targetdex is above 40 (eg. at least 41) and no other modifiers do apply, then the melee attack of the enemy will be always successfull.

So assuming a $targetdex of 130 (which many think is the cap, which in fact is not the cap for very petite and petite female npcs and might also be obtainable by young male npcs, before getting a higher numbered bodytype through aging, eg. Loden Wixx or male mc/pc offspring or maybe Lil' Cooney from the independent Walker Ranch in Imogen's Barrow) and a combat weave worn (which afair gives an armor penalty of 3), we would have the inequality $weaponskill+15-130+3> 40 <=> $weaponskill>152 for always hitting. And as the skillroll is 1 in the worst case (from the perspective of the player), we would have $weaponskill+15-130+3<1 <=> $weaponskill<113 for never hitting (unless the skillroll is a 1 or 2 as that gives a +100 to hitchance).

Now the $weaponskill of Goran-Ika is a measly 160.
So hell might freeze over before an attack of Goran-Ika after the first combat round against the mc/pc will not hit the mc/pc (unless the mc/pc is wielding a spear or he has taken a prowler for a walk). But then again hell doeth freeze over before an attack of Goran-Ika will hit ie. my Laika, Aiko or Enya regardless of weapons used by them and regardless of armor worn by them (and even if the skillroll of Goran-Ika is always a 1). The calculation of how high the dex value needs to be is more or less straightforward, but a good estimate (or upper bound) is 300 dex (which is indeed still achievable) to not get accidently hit by a Goran-Ika with a $skillroll of 1 (which gives +100 to hit chance).

BTW there are some differences between the melee hit chance calculations of enemy attacks and melee hit chance calculations of mc/pc/npc attacks. Eg. $skillroll for mc/pc/npc is random(1,45) and there is a higher base modifier (+25) and the amount of hit chance modifiers is slightly different (and a few other things are also slightly different, ie. the dex value of the target is here substracted after checking, whether there should be a damage bonus due to high "hit chance"/skill, for enemy melee attacks this is checked after the dex is substracted from the hit chance).
 

Porrvald

Active Member
Sep 12, 2020
614
683
I have just added path finding functionality to the upcoming version of the automation mod.

It still needs a few extra checkers for influence blockers, quest locks, ambush and bandit road blocks.

But all core functionality is completed and working well, including boat travel.
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While adding the remaining checkers, I would be happy for input regarding how much effort I should spend on making it available in the mod GUI?
A. Minimal effort: 2x3 normal sized buttons, Home + 5 other fixed locations.
B. Slightly more effort: 9-12 fixed locations via smaller buttons.
C. Maximum effort: "Go Home" button which turns into a dropdown or opens up a map with ALL possible destinations selectable, on mouse over.

For A or B: What are the relevant locations that someone might want a button for? Why?
Home, External Plot 1 & 2, Hamah Bay, Watery Eyes, Crystal Heights?

Academy, Hunting locations, Orient Palace and Dockgrave shouldn't need navigation buttons, since there are already other dedicated buttons for them.

Locations for fighting should also not be needed as different options for automatically picking a fight and automatic battle is next on the todo list (currently the last feature planned).

Edit: This is what I ended up doing:
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Last edited:

TDSanthony

Newbie
Aug 5, 2017
34
10
Is 'New World Order' the end all main quest? Or is there more planned for Kyamanto Hall if we decide to train and sell Aria?
 

Bryan_Colt

Active Member
Jul 19, 2017
712
486
Train and sell Aria is more like a bad end and nothing else at least on the public version and i am talking about story renders, maybe tier 4 + has more story then the public.
 
Last edited:

Clemency

Active Member
Jan 21, 2024
837
1,014
Is 'New World Order' the end all main quest? Or is there more planned for Kyamanto Hall if we decide to train and sell Aria?
Grim mentioned plans with interacting with Aria if you sell her in the mastersphere in future patches but it probably is not in the next public release. The completion of the rebel path is.

Train and sell Aria is more like a bad end and nothing else at least on the public version and i am talking about story renders, maybe tier 4 + has more story then the public.
Tier 4+ has two quests that I know of more than public. An inheritance quest that activates if you pick the Inheritance trait in character creation and the tier 2+ quest for the and in the future Stacey McClung. You get a revolver from that quest that is the same power as a coilgun (45 AP damage) if fired at close range and there are plans to make it upgradeable in the future. You can also luck into getting this gun from the Valkyria fight loot, fighting the Lone Rangers repeatable event spawn (conclude day event) as an rng loot, and from the House Carozza fight so long as your game's difficulty level is normal or easy. You get the Great House settings from the same tier 2 quest which is planned to be expanded on in the future; for now it's just for naming/renaming your great house. Otherwise it's the same I think. Same quest images too.
 
Last edited:

ash

Newbie
Sep 21, 2016
39
48
To anyone else struggling to find the stormchild, you might be playing on an older save. It is not that she has a low chance of appearing, she is guaranteed to appear on a red storm "a storm rages outside". I think a variable or somesuch broke with an update, here is how I fixed it. (thanks Clemency)
SugarCube.State.active.variables.stormchild = undefined
 
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Jul 31, 2018
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hello, been quite some time since i played this game, and i really liked it, im still going to download it again to see whats been added but im gonna ask 2 questions anyway (sorry if its already been asked).
1) whats the progression status for Aria Bianchi? I remember being able to track down her freedom fighter gang and give them some money in order to buy food and equipment for their cause, but then the questline ended there.
2) do you still need to marry a slave/companion in order to get her pregnant? Or now you can impregnate you servant even if they are not your wife?
 

uterus

Newbie
Sep 14, 2018
91
32
hello, been quite some time since i played this game, and i really liked it, im still going to download it again to see whats been added but im gonna ask 2 questions anyway (sorry if its already been asked).
1) whats the progression status for Aria Bianchi? I remember being able to track down her freedom fighter gang and give them some money in order to buy food and equipment for their cause, but then the questline ended there.
2) do you still need to marry a slave/companion in order to get her pregnant? Or now you can impregnate you servant even if they are not your wife?
the aria quest is going to be advanced in 8.3.4, which supposedly is going to be released at the end of the month or the beginning of the next.

you can impregnate every female in your house.
there are also options to increase pregnancy speed
you might want to read this:
 
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Jul 31, 2018
493
224
the aria quest is going to be advanced in 8.3.4, which supposedly is going to be released at the end of the month or the beginning of the next.

you can impregnate every female in your house.
there are also options to increase pregnancy speed
you might want to read this:
nice, last time i played the only way for a woman to be pregnant was to be your wife. Glad to know it changed
 
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