Red Solstice 2 Survivors 2.987+DLC **UPDATED to June 2023**

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GKV2403
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Re: Red Solstice 2 Survivors 1.1-1.2.1 +30 *Updated*

Post by GKV2403 »

Some advise for ppl who change view scripts more value more lags)))

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1 +30 *Updated*

Post by gideon25 »

GKV2403 wrote:
Thu Jul 01, 2021 10:22 am
GKV2403 wrote:
Thu Jul 01, 2021 10:17 am
gideon25 wrote:
Thu Jul 01, 2021 9:59 am
Updated for 1.2.1. Have not found capture addresses yet. With the no ability cooldown you can spam the capture devices..
arg I understnad, projectlies is broken adress on each weapon it changes, I founded 3 different offset for projectlies
from Dmg address
for projectiles:
1) +3C
2) +A0 ## For shotgun
3) +C8

also

+DC ## minigun suppression
+78 ## Spread for someweapon or also spread per shooted bullet
+8c ## spread for someweapon or also spread per shooted bullet
+64 ## crit power for someweapon
+50 ## crit chance for someweapon

and

is pointer for use energy but i don't use it. If set -999 generater 1k energy per shoot
Ah, I see. Yea, it wasn't fully tested. I know with weapon spread and Crit Chance and Crit Damage the offsets changed depending on the weapon.. For Projectiles, really I just wanted to change the ones that have multiple projectiles so people could add more.. Ill work on that, if its not too much of a pain. Otherwise RPM, Range and Damage should be enough.

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1 +30 *Updated*

Post by gideon25 »

Also working on Slots/Modules/ REAL Energy cost loadout hacks (Add infinite upgrade modules, modules cost no energy,etc.) ..So Ill post an update to this table soon with more stuff..

ksiazeboguslaw
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Re: Red Solstice 2 Survivors 1.1-1.2.1 +30 *Updated*

Post by ksiazeboguslaw »

please add WEAPON RANGE modifer
:D

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 Loadout Hacks and Captures

Post by gideon25 »

**1.1-1.2.1 (v2)** See Table pic
1. Fixed infinite ammo to also include squad members (at least for primary ammo)
2. LOADOUT HACKS :
a. Infinite Upgrade Modules & Any Skill/Ability Any Suit --> Any suit can use ANY module/ability/skill also you can put infinite upgrades to all squad members (as modules are 0 size)
b. REAL Infinite Loadout Energy (as all modules/upgrades cost zero energy now)
3. CAPTURES: Ok, so this is EXPERIMENTAL..Don't even know if the offsets are the same. Here is how it works: You MUST capture or have at least 1 monster captured for the data to actually be created/properly populated. Once you capture something, finish mission. Then start another mission and you can change the quantity, then once that mission is done you will see it updated and you can spend the points in the Bestiary. I have all of them except 2 but Im done with it!

LET ME KNOW IF CAPTURES WORK, IF NOT I NEED TO TAKE IT OUT ON NEXT UPDATE
Last edited by gideon25 on Fri Jul 02, 2021 11:51 pm, edited 1 time in total.

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1 +30 *Updated*

Post by gideon25 »

ksiazeboguslaw wrote:
Fri Jul 02, 2021 4:18 pm
please add WEAPON RANGE modifer
:D
Its under the Main Hero Weapon Editor Section..

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 **Loadout Hacks and Captures**

Post by gideon25 »

So did the Capture stuff in the latest table work for anyone?

ksy1457
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 **Loadout Hacks and Captures**

Post by ksy1457 »

Hello,
Do you have any plan to add the ability to rank (e.g. captain) up in game?

a2614959
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 **Loadout Hacks and Captures**

Post by a2614959 »

gideon25 wrote:
Sun Jul 04, 2021 5:14 am
So did the Capture stuff in the latest table work for anyone?
The capture is valid in version 1.2.1. The capture is invalid after updating 1.3.1 yesterday.

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 **Loadout Hacks and Captures**

Post by gideon25 »

a2614959 wrote:
Tue Jul 06, 2021 11:55 am
The capture is valid in version 1.2.1. The capture is invalid after updating 1.3.1 yesterday.
**Updated 1.3.1** Fixed Instant Research script and Captures offsets.
EDIT: Fixed XP offset and Added Ability to Change Rank

gideon25
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Re: Red Solstice 2 Survivors 1.1-1.2.1(v2) +50 **Loadout Hacks and Captures**

Post by gideon25 »

ksy1457 wrote:
Tue Jul 06, 2021 10:30 am
Hello,
Do you have any plan to add the ability to rank (e.g. captain) up in game?
I just added it for 1.3.1. You can change your Rank. It won't change the stats (How many monsters killed etc.) Because Im not going thru and finding the million different stats for all the ranks :P

jayc72
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Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Post by jayc72 »

Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?

GKV2403
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Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Post by GKV2403 »

jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Captures work not correctly

gideon25
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Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Post by gideon25 »

jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Because each corresponding number does not get filled in properly/correctly until you have captured one of the monsters. So when you capture your first Atrocity, for instance, the game will create that data and then the pointer/table will show 1 for atrocity. But before you captured that first one the game had not even created the information yet. Thats why its not showing correct values YET. The same applies to EVERY monster. You must first capture one for the game to even create the value/information.

It is explained here at the beginning of the Post for the table:

CAPTURES: Ok, so this is EXPERIMENTAL..Don't even know if the offsets are the same. Here is how it works: You MUST capture or have at least 1 monster captured for the data for THAT monster to actually be created/properly populated. Once you capture something, finish mission. Then start another mission and you can change the quantity (for the monster(s) you captured), then once that mission is done you will see it updated and you can spend the points in the Bestiary. I have all of them except 2 but Im done with it!

GKV2403
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Re: Red Solstice 2 Survivors 1.3.1 +50 *Updated*

Post by GKV2403 »

gideon25 wrote:
Thu Jul 08, 2021 9:57 pm
jayc72 wrote:
Thu Jul 08, 2021 1:44 pm
Why am I getting weird numbers for the Capture counts, even on a new campaign when I haven't captured anything yet?
Because each corresponding number does not get filled in properly/correctly until you have captured one of the monsters. So when you capture your first Atrocity, for instance, the game will create that data and then the pointer/table will show 1 for atrocity. But before you captured that first one the game had not even created the information yet. Thats why its not showing correct values YET. The same applies to EVERY monster. You must first capture one for the game to even create the value/information.

It is explained here at the beginning of the Post for the table:

CAPTURES: Ok, so this is EXPERIMENTAL..Don't even know if the offsets are the same. Here is how it works: You MUST capture or have at least 1 monster captured for the data for THAT monster to actually be created/properly populated. Once you capture something, finish mission. Then start another mission and you can change the quantity (for the monster(s) you captured), then once that mission is done you will see it updated and you can spend the points in the Bestiary. I have all of them except 2 but Im done with it!
it definitely doesn't work, because the link goes to the profile. And in the profile, information with a 0 value does not exist. Any actions will add the corresponding line to the save file. In theory, you can make the same skill in the pumping branch be pumped more than once.

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