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Re: Loop Hero

Posted: Thu Mar 11, 2021 6:08 am
by oedupusrex
the other guy said he's on steam, so i can't speak for him, but tbh i didn't think about checking version cause i figured it'd be up to date, but epic has NOT updated their version of the game, i just double checked to make sure there wasn't an update or anything. but the epic version is still on 1.010, so i apologize.

Re: Loop Hero

Posted: Mon Mar 15, 2021 3:52 am
by idler
Hi! Do I understand correctly that the option for "Modify Attack Speed (values of 100 and above mean instant attacks)" only affects the speed of fight sequences and not the attack speed stats of the player? Basically the same as what the "Game Speed" option does for movement/adventure speed (but for the fighting animations)?

Just looking to make the game animations faster without actually gaining any game advantage from the cheats.

Thanks a lot for your work on publishing this and keeping it up to date!

Re: Loop Hero

Posted: Mon Mar 15, 2021 3:58 am
by aSwedishMagyar
idler wrote:
Mon Mar 15, 2021 3:52 am
Hi! Do I understand correctly that the option for "Modify Attack Speed (values of 100 and above mean instant attacks)" only affects the speed of fight sequences and not the attack speed stats of the player? Basically the same as what the "Game Speed" option does for movement/adventure speed (but for the fighting animations)?

Just looking to make the game animations faster without actually gaining any game advantage from the cheats.

Thanks a lot for your work on publishing this and keeping it up to date!
Nope, it affects the rate at which your attack bar increases. Meaning it decreases the time between your characters attacks not the enemies.

Re: Loop Hero

Posted: Mon Mar 15, 2021 4:38 am
by idler
I see. Thanks for a quick reply. Do you think it would it be possible to increase the speed of the fight sequence animations? After 50+ expeditions the early game is becoming very tedious and boring, this would allow to get through it faster.

Something similar can currently be achieved by modifying the variables.ini file and setting game_speed=60 to a higher value (e.g 240 for 4x). But unfortunately this appears to have some negative impact as well (for example issues with the Treasury card payout and health regen). Would love to speed this up through CE instead of modifying the game files.

Re: Loop Hero

Posted: Wed Mar 17, 2021 10:41 pm
by nillmand2
just a question, is it possible to do something with the deck size, so you are not limited to a certain number of cards..

Re: Loop Hero

Posted: Wed Mar 17, 2021 11:34 pm
by aSwedishMagyar
nillmand2 wrote:
Wed Mar 17, 2021 10:41 pm
just a question, is it possible to do something with the deck size, so you are not limited to a certain number of cards..
Yes it is. I'm adding in something related to it now, will update in a bit.

Ok I added a No Deck Limit script. Let me know if it works as intended. I also have some pointer scripts in the Debug/Do not use section that show the min/max/current number of cards for each card type if you want those.

Re: Loop Hero

Posted: Sat Mar 20, 2021 4:22 pm
by Alex_182
Hi, is possible add a option to infinite card use

Re: Loop Hero

Posted: Sat Mar 20, 2021 8:33 pm
by aSwedishMagyar
Alex_182 wrote:
Sat Mar 20, 2021 4:22 pm
Hi, is possible add a option to infinite card use
That's a little more complicated due to the fact that your cards roll-over and are discarded when you accumulate too many. Did you just mean when you place they don't get used or they never leave your deck even after you gain more than 13-14? I forget what the max was.

Re: Loop Hero

Posted: Sun Mar 21, 2021 12:03 am
by Alex_182
aSwedishMagyar wrote:
Sat Mar 20, 2021 8:33 pm
That's a little more complicated due to the fact that your cards roll-over and are discarded when you accumulate too many. Did you just mean when you place they don't get used or they never leave your deck even after you gain more than 13-14? I forget what the max was.
I say the same as trait Card-sharp [10% chance to keep Card after placing its tile] but instead of 10% be a 100% whitout the trait or when selecting the trait it is 100% that's my doubt.

Re: Loop Hero

Posted: Wed Mar 24, 2021 12:27 am
by aSwedishMagyar
Alex_182 wrote:
Sun Mar 21, 2021 12:03 am
I say the same as trait Card-sharp [10% chance to keep Card after placing its tile] but instead of 10% be a 100% whitout the trait or when selecting the trait it is 100% that's my doubt.
Added it. Actually turned out to be quite simple.

Re: Loop Hero

Posted: Wed Mar 24, 2021 2:18 am
by maynard
ty for the table! all the trainers for this game are boring, like just "max resources" and "infinite health" when all I want to do is speed gameplay up a little which your table is perfect for. especially love the bonus item level option

Re: Loop Hero

Posted: Wed Mar 24, 2021 4:48 am
by Alex_182
aSwedishMagyar wrote:
Wed Mar 24, 2021 12:27 am
Added it. Actually turned out to be quite simple.
thanks for the add ;)

Re: Loop Hero

Posted: Thu Mar 25, 2021 7:24 pm
by Rebelicious
All I really want to be able to do is to have multiple gold cards. Especially Ancestral Crypt is practically essential for a Necromancer.

Re: Loop Hero

Posted: Fri Mar 26, 2021 9:12 pm
by __Corpo__
aSwedishMagyar wrote:
Wed Mar 24, 2021 12:27 am
Alex_182 wrote:
Sun Mar 21, 2021 12:03 am
I say the same as trait Card-sharp [10% chance to keep Card after placing its tile] but instead of 10% be a 100% whitout the trait or when selecting the trait it is 100% that's my doubt.
Added it. Actually turned out to be quite simple.
How do you even find such a value that's set only once? Ultimap? Disassembling? Reverse engineering?

Re: Loop Hero

Posted: Fri Mar 26, 2021 9:49 pm
by aSwedishMagyar
__Corpo__ wrote:
Fri Mar 26, 2021 9:12 pm

How do you even find such a value that's set only once? Ultimap? Disassembling? Reverse engineering?
Searched for referenced strings and found: "no_lost_card". Here:
Image
Within that function I simply went down a bit and found that "fstp qword ptr [esi+000007E0]" instruction which to me looked like it was using the FPU for getting a random value. I saw that the function above it loads a double value between 0 and 100 onto the FPU which is then later checked if it is under 10 (10% for the probability of keeping the card).

To get the point which checks if you have the perk you just move backwards in the function until you get to a compare that skips all of those calculations.