Weird. Can I get a save before you did the quest?And after it was all over, my portrait had changed for some reason.
Still of a red dragon but different.
That's not what the 'anti-save-scumming' feature is meant to combat. And you could have reloaded until you get whatever event you're prepared for before as well. It's not as if you can only prepare for one extremely specific event at a time...."anti-save scum" mechanic is actually helping the save-scummers.
You can save before going the darkwood, find out what event that is and reload the save again.
There are always opportunity costs tied to such postponings.This allows you to prepare... or postpone
The point is not to 'impose fair play'. I'm a savecummer myself. The point is to make sure the distribution of events isn't savescummed to weird proportions. E.g. a lot of beastkin girls/attack mastery and no worms or hungry birds. You may be able to prepare if you keep extensive records, but you still have to take the same hits, no matter how long you wait, and get proportionally the same amount of different events.My personal opinion that you should not impose fair play
Players can already break the game via other means as well, e.g. consoling, modding data values for themselves, playing on easy, reloading other events, etc. I don't care what they actually do when I'm not looking.I'd stop focusing on that. If they want to break the game they will break it. It's their game expirience after all.
Indeed you can.Weird. Can I get a save before you did the quest?
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/_story/lair conquest/lair_conquest.rpy", line 239, in script call
call arena(encounter=['ifrit','gargoyle','gargoyle','minotaur','minotaur'])
File "game/_script/combat/arena.rpy", line 223, in script
python:
File "game/_script/combat/arena.rpy", line 229, in <module>
encounter_party.add(Enemy(mob_id))
File "game/_script/characters/Mob.rpy", line 18, in __init__
debug(['mob_id not found',minion_id])
NameError: global name 'minion_id' is not defined
-- Full Traceback ------------------------------------------------------------
Full traceback:
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_script/lair/lair - label.rpyc", line 38, in script call
[y������ �*�V�4��I�3Ή�w�CU
File "game/_story/lair conquest/lair_conquest.rpy", line 239, in script call
call arena(encounter=['ifrit','gargoyle','gargoyle','minotaur','minotaur'])
File "game/_script/combat/arena.rpy", line 223, in script
python:
File "C:\Games\time of dragons\Time_for_Dragons-1.1.1-pc-DDM_Sep_2020\renpy\ast.py", line 900, in execute
renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
File "C:\Games\time of dragons\Time_for_Dragons-1.1.1-pc-DDM_Sep_2020\renpy\python.py", line 1930, in py_exec_bytecode
exec bytecode in globals, locals
File "game/_script/combat/arena.rpy", line 229, in <module>
encounter_party.add(Enemy(mob_id))
File "game/_script/characters/Mob.rpy", line 18, in __init__
debug(['mob_id not found',minion_id])
NameError: global name 'minion_id' is not defined
Windows-8-6.2.9200
Ren'Py 7.2.2.491
Время для Драконов: Королевство Монстров 28-09-20
Fri Oct 16 21:05:07 2020
You can 'manually' lower it by killing patrols and militiamen. Otherwise, yeah, you're stuck with either fear, mobilization or poverty (or an infamy-less tiny dragon)....mobilization will not go lower than 4 without poverty modifiers.
You could try consoling 'renpy.call('load_prototypes')' and then resaving your game. The hotfix is slightly incompatible with old saves.When fighting high tier lairs(jotmund effret and probably titan).
A thief can go through [her level] of goblins without issue, twice that with the dagger or if she's an assassin. So yours would catch only pretty low-level pilferers. The current one would need 45 goblins to stop her.I go through the goblins quite fast though, plus i wanted to check if they did anything against my thief.
Ah, that's why you have so much infamy. I try keeping mine under 20 until I'm reasonably badass (level 10-15, maybe).With some infamy management every other cycle or so.
Getting new blood from the tribe is a few extra clicks and 0.125 actions, and doesn't leech money all the time.Got to have a few exchangeable goblins for that
Yeah, you have these old OP girls. New minions won't go over 600HP.Half way through 5k clicks to heal my army for 8k hp missing.
Not a high priority right now, sorry. New UI with new functionality is always a pain to do. When I get all the new events in, have current bugs and evolution issues fixed, etc, then I can take a look.heal all
sell/buy all stack from one line
Console '1000 - army.count_all_bred'.Any way to find out how many more minions i need to donate for the army quest?
Just hit dwarven halls with my op girls and almost lost with my dragon on pos 1 and they took about 1k damage each. IDK how the new minions will be able to tank a dwarven halls with 600 ish hp even with a full acid dragon it might be too much phys damage to handle esp since the champions aoe. Oh well we will see when we get there. Till then i gotta reheal my army since i took dwarven halls enchanted forest and human capital one after the other and my whole squad is on 500 ish hp.Yeah, you have these old OP girls. New minions won't go over 600HP.
Yeah, that set the enemy difficulty to normal again. Try the dwarven halls now.did the reload changed my save difficulty as well?
mob_power_multiplier = 1.0 # 1.0 for normal, 1.5 hard, 3.0 draconian
mob_hp_multiplier = 1.0 # 1.0 for normal, 2.0 hard, 2.0 draconian
for key in encounter_database:
encounter_database[key]['base_attack'] *= mob_power_multiplier
encounter_database[key]['base_attack_mastery'] *= mob_power_multiplier
encounter_database[key]['maxhp'] *= mob_hp_multiplier
It still is, but the todo list is long and getting longer.I think you said earlier that another patch was planned this weekend?
Load a pre-quest save and consolegetting my mug back
dragon.base_avatar = dragon.profile_art
x = 'whatever_it_was_here'
dragon.base_avatar = x
dragon.set_avatar(x)
that was a one line at a time and tab in front removedTry it one line at a time, then.