Tested skeletons, and gave up on trying to tank my FPS after I had like 110 on screen at once.
Had a couple crashes, but couldn't replicate any of them.
Haven't tested it heavily with mixed types (ie throwing golems into the mix). But, with basic skeletons, yeah, I had an army of 100+ without any signs of slowdown. And well, if the system can handle that, then I have to give props to their coding department. Some games will crash or slow down at far fewer mobs on screen!
I also didn't have health bars displayed, so that might have had an impact on how well it kept up with the masses of undead. Figured you'd appreciate some number examples (running on a relatively recent machine, dell g15 5511).
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
hello guys i was wondering if its possible to have an option to make it so that i can allocate skill nodes with having the adjacent skill nodes selected like for sentinal hammer throw i want to be able to use the multi projectile without losing my hammers returining to me is that feasible?
PS: thanks for the amazing tool very much appreciated
After activating the latest cheat table there's an issue to work
with the " Damage Modifier for Player & Pets " option, I try to
activate this / tick that script box but it doesn't go.
I've noticed something that looked like an Error message that reads
" Error while scanning for AOB's : hkDEOH Error : Not All Results Found "
Am I able to fix this myself or should the cheat table Dev do so ??
Does this work for multiplayer version of the game? i know it says offline only but then it is quickly followed by saying use at ur own risk which makes me think it does work for online version just risky to use? Coz id be willing to risk my account for a XP boost so i dont get bored leveling my alts...
Monoliths :
- Override max stability
- Objective Reveal
- Set ennemies defeat count on start
- Complete Objective on start
- No lost when die (untested)
Can someone explain how the new zone paramaters script functions.
mainly what I am curious about is the spawn pack weighting...
are the default values the riginal vanilla values or just what the author's personal preference?
What if I just want to change the spawn rate without editing all the other stuff?
I just want 3x more spawns
also what if I dont want to edit the drop rate? Its all in the same script, and if you activate the script, all of the sub scripts are auto-activated (even if there is no checkmark... I want more enemy spawns but I don't want a higher\better drop rate of items for example.
does variance percentage do what it sounds like?
give a little randomness to the variance of the spawns ( so instead of 3 mobs, you will get 4-6 or 6-8 or something right?)
^ unfortunally i didn't save the defaults because most are zone specific.
i don't have access to the game atm.
all i have is my comments on the snapshot containing some defaults:
so you can play around with the NumberToSpawn and the percentVariance
I can't remember how the weigthing of the different packs works... it's not a simple percentage.
I think the increased rates defaults where 0.0 or 1.0 ?
If you have some knowledge about CE then just JIT Spawner:generateEntities
set a break point on it
dissect the structure, RCX contains the address ( RectangleSpawner )
and you have the default values for current zone.
Hope that helps
-edit- i think variance is mob types... can be wrong
Game changes in 0.9.2 beta
Dependencies
- Assembly-CSharp is now LE
Functions
- CharacterStats, Update function is now UpdateStats
- InventoryPanelUI, Start function was removed (you see Appearance tab disable, but you can click on it)
- MonolithTimelinePanelManager, Update function was removed (you can't set Enemy Density)
The game closes once you've started playing a character and this cheat table is attached and active. Doesn't matter how you attach it, normal way or by the provided script, but it seems the game either recognizes cheat engine now or the table crashes the game.
EDIT: I was able to load and attach a version of this table from last year without the game closing, but it of course actually crashed(with the typical crash screen/splash/pop-up) once some old scripts were activated.