Release: Alpha 12
I tried to research how weapon level/damage/force/etc. works, but I haven't completely figured it out yet (I think). You can experiment with the values, and you'll get the result you want eventually.
I tried to research how weapon level/damage/force/etc. works, but I haven't completely figured it out yet (I think). You can experiment with the values, and you'll get the result you want eventually.
A bit more cool feature this time!
I'm implementing a feature for fixing game-saves. It should be ready in alpha 11. For now, it will try to fix it by using the same method as in my tutorial. :)
Sorry, no big changes in this version, but I came to realize one thing... It's kind of annoying having to check my blog every time for updates, isn't it? At least I would think so!
Phew. After some silly problems (with moving items between lists), as well as changing a few internal things, I guess it paid off in the end. I just hope that I didn't break something important. :)
Just wanted to show a preview of the upcoming alpha 8 before I allow myself some rest. :)
I have the IDs for blueprints (weapon mods), ID cards, news and tapes now. Mapping IDs for blueprints to their real name manually, so it's a bit time-consuming! :)
If your game-save was corrupted for real (because you had too many items in your inventory, perhaps), chances are that you will lose some data, and especially your quest progress. If you want to try fixing your game-save manually, I'll attempt to explain what I have been doing.
I updated my method to sync your game-save, and this should hopefully work for you as well!