(Also, I'm sure I wasn't missing because status effects were still being applied.) I think it has something to do with the numbers rolling over and looping back down to a negative value. As Sinak mentioned, overly strong healing will glitch and kill you, but overpowered damage will also glitch and do no damage at all. So I've been messing around a bit more, seeing what happens if I crank up all my stats to ridiculous levels. That said, I tried reducing all my stats to their flat values, as if they were gained through training instead of canisters, and it didn't alter any conversations that I could tell, so I'm pretty sure it's only to measure purchase cost and that the canister usage is under some other flag. I don't know why this is also applied to abilities like create fyora as well since you can't increase it except through canisters, though it's possible that the core code of this game is going to be reused in future Geneforge remakes as well, so this may be just to prepare for features added later. So a value of 105 would give you the same stat as 6, but with the cost of 5. I'm also not sure if canister usage is measured by the number of points you have in abilities or a by separate value, so increasing this may cause some conversations to change as well.ĮDIT: After a bit of fiddling, I found that the value of ANY skill is increased by 100 for each canister used, except canister use doesn't increase the cost of said skill. I just looked for it because I was curious). According to the Hintbook every ability has anywhere from 2-4 canisters for it, so I don't know if it'll mess anything up to go beyond that (Personally, I'm not using it, at least in my current run. Just do a quick save before using a canister and then save/load to search for it.īut be wary of increasing the value past 400. I'm not good at making tables, but for anyone interested in finding magic/shaping abilities, the value is 100* the value in the abilities tab, 2 Byte search.
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