gibberishh wrote: ↑Tue Mar 08, 2022 6:10 am
Fixed bugs, corrected oversights:
1.
Add Mana Regen was never working as it should. Fixed.
2. Added base strength, magic, dexterity, vitality so you can respec the character.
3. Added individual spells (
Spells > Spellbook) so that their levels can be adjusted individually. Note that some spells which are innate skills or only come from items can never be higher than 0. The game will take care of this without crashing, so you don't have to worry about entering wrong values. Similarly, the max level of a spell is limited to 15 (and also your character level). Use the
Add Spell Levels cheat to get higher levels.
4. The code structure has changed massively in all three tables. The way the tables connect with the game is entirely different. A lot of scripts have been reworked. So I won't be deleting the previous set of tables in a hurry, in case people start facing errors with this one.
5. The quest browser now searches the code for the address of the first quest and updates all of them accordingly instead of the addresses being hard-coded. This may future-proof it. It may not.
6. +Crit Damage might work on later versions of the game now. Or it might not. I don't know.
I may have done some other things along the way that I've forgotten. I might merge all three tables into one at a later date. I can't decide which is worse: the inconvenience of three tables or the clutter of one.
If you downloaded the main table around March 8, it's been updated with the following.
7a.
Important Updates: Summoners could not summon minions if the Extra Golem perk was set to 1. There is no way to fix this except to not set that perk -- the game wouldn't have allowed it anyway, but the bypass perk limits would. I have now excluded Extra Golem from the list of perks that get maxed automatically.
I believe this problem always existed -- just that nobody plays with summoners or don't bother to report bugs.
7b. Strong/Tough/Accurate Minions perks can go up to 12. Previous tables went up to only 10.
Those using the old table can set these values manually.
7c. All perks are now named as [+#] or [-#]. If +, the perk gets auto-maxed to # by the script. If -, it is ignored though you can set the values manually. Thus, it is easy for you to customize the table simply by renaming the perks to + or -. If you see that some of the numbers are wrong, you can change the max value in the name too. Of course, that means the signature will be stripped if you save it.
Note that max value allowed by the game and max value allowed for your class are different. You
can go above the class limit, but not above the game limit.