- Dec 25, 2019
- 513
- 543
thank you very muchThere's still a way one can access patreon content without crack I'm guessing, there was this tutorial https://f95zone.to/threads/how-to-bypass-last-mans-drm.1940/
Dude used fiddler to bypass login
thank you very muchThere's still a way one can access patreon content without crack I'm guessing, there was this tutorial https://f95zone.to/threads/how-to-bypass-last-mans-drm.1940/
Dude used fiddler to bypass login
Noticed you didn't mention keeping the grid system, does that mean you plan to rework/remove that? With regards to real time being inefficient, I would beg to differ since you could opt for a RTWP style system and keep the top down view as it is without reworking too much cause you already have the base movement/attack animations. It's simply a matter of coding but I get that you have a release date in mind.we'll stick to turn based combat and will keep the core(limbs\AI card\turn order). Reworking it completely into real time is inefficient and delay they game release even further, and we'd prefer finishing it in this lifetime.
Our next game will most likely have real time combat, but for Avarice we plan to make the turn based combat as good as we can, including with the grid. We had other priorities until now but we will turn our focus on it pretty soon.Noticed you didn't mention keeping the grid system, does that mean you plan to rework/remove that? With regards to real time being inefficient, I would beg to differ since you could opt for a RTWP style system and keep the top down view as it is without reworking too much cause you already have the base movement/attack animations. It's simply a matter of coding but I get that you have a release date in mind.
There's still a way one can access patreon content without crack I'm guessing, there was this tutorial https://f95zone.to/threads/how-to-bypass-last-mans-drm.1940/
Dude used fiddler to bypass login
" Saving and Loading isn't going to work " Keep this in mind. (also unknown if works on latest version and in that exact way).thank you very much
becuase the folder was removed in version 16, the developers switched how the game finds and reads filesrightly so, but still that folder that they say does not exist, or at least that each crack is pasted in a different folder
We don't even know if that was a problem exclusive to that game, it doesnt hurt to try atleast. And yes, it doesn't work exactly like he said with the newer versions of fiddler and all, but the tool is useful, thing is we need to learn how to use it. I did try to approach the guy that wrote this tutorial, he won't reply" Saving and Loading isn't going to work " Keep this in mind. (also unknown if works on latest version and in that exact way).
by inefficient i meant worktime spent since we'll have to throw out lots of very solid base we spent hours and hours making.Noticed you didn't mention keeping the grid system, does that mean you plan to rework/remove that? With regards to real time being inefficient, I would beg to differ since you could opt for a RTWP style system and keep the top down view as it is without reworking too much cause you already have the base movement/attack animations. It's simply a matter of coding but I get that you have a release date in mind.
Sounds good, looking forward to the combat update and your future projects.Our next game will most likely have real time combat, but for Avarice we plan to make the turn based combat as good as we can, including with the grid. We had other priorities until now but we will turn our focus on it pretty soon.
I see, thanks for the clarification.by inefficient i meant worktime spent since we'll have to throw out lots of very solid base we spent hours and hours making.
It's called cutting your losses.by inefficient i meant worktime spent since we'll have to throw out lots of very solid base we spent hours and hours making.
People cut their losses when failure is inevitable. I don't think that turn based combat on itself would lead to that, otherwise whole game genre wouldn't exist in the first place.It's called cutting your losses.
If it was turn based in same style as sengoku Rance or something gamers would warm up more to it due to familiarity.People cut their losses when failure is inevitable. I don't think that turn based combat on itself would lead to that, otherwise whole game genre wouldn't exist in the first place.
I mean... Shadowrun, Baldurs Gate 1, 2, 3, Divinity Original Sin, Divinity Original Sin 2, Wasteland 1-3, Fallout Tactics, Disgaea, Final Fantasy Tactics, Battletech, Banner Saga, Girls Frontline 2 Exilium, Octopath Traveler, Fire Emblem, Gorky 17, Othercide, Tactics Ogre, Tyranny, UnderRail, Valkyria Chronicles, Banner of the Maid, Shining Force 2 if you wanna get super old-school or even Mario RPG.If it was turn based in same style as sengoku Rance or something gamers would warm up more to it due to familiarity.
You know the core rule of game design; never do anything new, stick to convention and copy popular features other games do to find success.
Cutting your losses would mean not building upon a combat system so that at the end of the project 99% of the players experience the game trough clicking skip combat button in a story mode so to speak.There are a lot of things we need to hone and improve, Throwing the tomboy out with the bathwater would be a little stupid for us to do.
I'll do a drive-by before I head off to snooze!Cutting your losses would mean not building upon a combat system so that at the end of the project 99% of the players experience the game trough clicking skip combat button in a story mode so to speak.
You know how if one has an IQ of 130 they can either become a mediocre lawyer or an excellent professional at a less complex field like being a plumber. Aiming too high for what your team is capable of wastes resources that could be allocated better.
Every "aiming high" decision thats executed mediocrely could've been a more modest goal that's done better than other less capable dev teams leading to your competitiveness in the patreon field being greater.
Time is real, an important feature that gets implemented years too late is useless. Only plan features that you can start to implement that quarter.
nopeAnyone have the patreon crack fro 16_1? Basically, the newest release?
Sooo you guys been talking about all this "cutting losses" and the turn base system of the game, and I don't really care about it tho, still enjoy itI'll do a drive-by before I head off to snooze!
We get a good portion of people talking about our combat and generally liking it or just wanting it tuned and tweaked so, that's what we will have to do. The last part kinda vexes me though! We have implemented combat, it's here haha. We are just now fine-tuning and iterating on it. So to throw out everything we've made in terms of AI and mechanics then start over would be as Arbz said, would be a monumental mistake in time and resources.
So yeah! We'll be focusing on making the gameplay we have now more refined and polished, hopefully, to hold up to our precursor games.
I need a bit of help here, I downloaded 16.1 build of the game and I cant find the Managed folder anywhere on my pc. Is it suposed in game folder that we download or does it located somewhere else?Crack for build 15.0.
Also you can now unlock the gallery just by pressing the button.
Instructions:
Replace the Assembly-CSharp.dll with the cracked one.
The location of said .dll should be in the same folder structure as it is in the Crack-Build 15.0.rar
So you have the original .dll inside this folder "PriceForFreedom_15_0_Windows\PriceForFreedom_Data\Managed"
View attachment 763136
And you replace it with the cracked one from the .rar that is inside this folder
View attachment 763142