Going Medieval

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mece
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Going Medieval

Post by mece »


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【 TABLE INFO 】
❖ CE Version required: 7.5
❖ Game process: Going Medieval.exe
❖ Game engine: Unity
❖ Tested game versions: Steam (see history below for details)
❖ Author: mece
Table features:

Spoiler

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❖ Set the number of perks for newly generated workers
  Affects both manually generated workers and recruited during in game events
❖ Sets the minimum cost of perk creation points for newly generated workers: 
  Avoid negative perks for new recruits
❖ Allow group creation points to exceed limit
  Start the new game to see the effect.
❖ Zero out wounds severity: applicable for your workers
❖ Instantly remove wounds with zero severity: applicable for your workers
❖ Merchants accept any deal
❖ Merchants will trade for any resource
❖ Construct without resources: building construction requires no resources
❖ Set production speed multiplier: affects the speed of production buildings like kiln
❖ Set production quality: guaranteed quality of new items
❖ Max skills: once per hour set worker skills to max (50 and 2 passion)
❖ Unlimited taming attempts: allows to tame more than once per day
❖ Unlimited training attempts: allows to train animals more than once per day
❖ Unlimited carrying capacity: workers can haul more stuff per single run
❖ Set attributes: temporarily sets different attributes of your workers.
  Notable attributes:
  - MovementSpeed - could makes your workers super-fast
  - GlobalWorkSpeed - allows instant building and other work
  - Animal husbandry - allows guaranteed and quick animal taming and training
  - EvadeChance - makes workers immune to melee and ranged damage
  - Other combat stuff could increase workers DPS
  - GlobalXPgain - allows faster skill leveling
❖ Set stats: periodically updates different stats of 
  your workers, resource piles and animals. Enemies are not affected. Notable stats:
  - Health - set hitpoints to max.
    For resource piles it negates decomposition.
  - Needs - allows your workers to work without break
  - Freshness - allows resource always stay fresh
  - Fermentation - makes fermentation almost instant
  - AnimalUntrained, AnimalWild - further speed up animal husbandry
  - TemperatureHot, TemperatureCold - allows worker to ignore temperature conditions
  - Dryness - removes 'wet' and 'drenched' negative mood conditions
❖ Edit selected: allows edit the selected entity. Notable values:
  - Amount, HP, Freshness and Fermentation of resource piles
  - Animal taming and training attempts
  - Worker skills
  - Worker perks: shows perks and allows copy perks from one Worker to another. See usage tips.
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【 USAGE TIPS 】
❖  To copy all perks:
   1. select a worker to get perks from
   2. copy 'perkIds' value to the clipboard
   3. select target worker
   4. replace 'perkIds' with value from the clipboard
   5. save and reload the game
❖  To replace a single perk:
   1. select a worker to get a perk from
   2. copy value of 'PerkId' parent record (#1, #2, ... etc) to the clipboard
   3. select target worker and choose an existing perk to replace.
   4. replace desired 'PerkId' parent record with value from the clipboard
   5. save and reload the save
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【 KNOWN ISSUES 】
❖ It's recommended to activate scripts as soon as possible after the game started.
  Sometimes there is no memory for scripts to activate. Restart the game and try again.
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【 CHANGE LOG 】
⋯ 2023-12-07 ⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯
❖ Added: Sets the minimum cost of perk creation points for newly generated workers
❖ Added: Set the number of perks for newly generated workers
❖ Added: Allow group creation points to exceed limit
❖ Changed: 'Edit selected' now shows perks for selected workers
⋯ 2023-12-04 ⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯
❖ Game version: v0.16.7
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Table screenshots:

Spoiler

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Attachments
Going Medieval v0.16.7.CT
2023-12-07
(205.98 KiB) Downloaded 1309 times
Going Medieval v0.16.7.CT
2023-12-04
(175.75 KiB) Downloaded 357 times

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mece
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Re: Going Medieval

Post by mece »

mece wrote: Mon Dec 04, 2023 12:37 am

【 CHANGE LOG 】
⋯ 2023-12-07 ⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯⋯
❖ Added: Sets the minimum cost of perk creation points for newly generated workers
❖ Added: Set the number of perks for newly generated workers
❖ Added: Allow group creation points to exceed limit
❖ Changed: 'Edit selected' now shows perks for selected workers


Candidate34
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Re: Going Medieval

Post by Candidate34 »

It has been v0.19.28, an update table would be nice :D


HNI96
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Re: Going Medieval

Post by HNI96 »

I made a table for easy of editing character's skills and experience. I have also tested the mod in Nexusmods for enabling the devtools, and it still works despite not receiving updates. However, up'ing skills via devtools is too slow, so I made this table to be more practical. It might need updating of pointer offsets if your game version is different, but that's easy to do.

Attachments
Going Medieval.CT
Skill/Exp cheat
(326.53 KiB) Downloaded 10 times

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