I believe the XP multiplier value may be causing very high level mercenaries to spawn early.
I had two save games going: one where I'd used the xp multiplier value and one where I had not. In the former, while my character was level 16, level 40+ mercenaries started spawning. This has not happened in the latter game.
It could just be a general bug in the game (it seems too game breaking to have a merc spawn ~30 levels above you to be intentional), but I thought I'd make everyone aware, just in case.
I believe the XP multiplier value may be causing very high level mercenaries to spawn early.
I had two save games going: one where I'd used the xp multiplier value and one where I had not. In the former, while my character was level 16, level 40+ mercenaries started spawning. This has not happened in the latter game.
It could just be a general bug in the game (it seems too game breaking to have a merc spawn ~30 levels above you to be intentional), but I thought I'd make everyone aware, just in case.
I've only been using this table for the exp multiplier at 1.5x (same as the Uplay Store permaboost, but not having to pay for it). Haven't noticed anything off with high level mercenaries.
It could just be a general bug in the game (it seems too game breaking to have a merc spawn ~30 levels above you to be intentional), but I thought I'd make everyone aware, just in case.
It's not the table. That's the game. Also not a bug.
Mercenaries from every tier wander the world. It's your choice whether to pick a fight with them.
I can not to change health value and damage s value. (warrior damage assassin etc...) can someone help me?
Make sure you have armor or weapons that affect them. Search the value as a 4byte then change rinse and repeat til you have roughly 10 options 3-4 are visual 2-3 im not sure what changes but there are 2 that affect non-skill and skill related damage.. they do not change anything visually... and any attempts i have to scripting them have lead me to crashes or hard freezes in game.. you can also do this with armor and have super high armor value... maybe someone will script it proper later for us
I'm still curious what will happen if you spend the ore and don't save. If you end up losing both the item you buy and the ore you spent, if you don't i imagine at the very least you can save scum until you get what you want.
You lose the item and the ore. First thing I tried, to see if save scumming would work.
Yes and no. If the legendary item you got was a store item, it can be retrieved through the store because it actually unlocks the item permanently. If it's just a regular legendary earned in game, then yes the item will be lost.
Also, it is not possible to hack or cheat the Orichalcum itself because the resource, item cost, item generation, and your profile are stored serverside. The game just makes a request to the server, the server validates all the information, and sends a response back to your game for the unlock. If I'm right, that response is likely a hashed token that includes profile specific information for validation client-side and it won't be easy to decrypt/spoof. If you play the game in offline mode, you will notice your Ori count is 0 and all the nodes disappear.
That is super gross, i guess i won't be buying any of the RNG boxes until someone's done some kind of drop rate research regarding it.
One thing interesting about the Orichalcum is that there are deposits of it in the game world, so i wonder if there is an address there just like the other resources
I kicked an npc I need to loot into the wall and these npcs don't respawn. If you don't mind could I please request a walk though walls script if possible? I would really like to finish these quests off as they are a set.
just as hummus described, once I advance to the plot when the hull upgrade quest pop up, after I upgraded the hull, my player ship fetch went dormant.
so:
Update8.2
- updated ignore ship health (actually the enable script, where the player ship fetch located). the player ship fetch should be stable now.
- added the ship god flag to the pointer list, thanks to SunBeam.