Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I've finished the game once but just wanted to some cheating in second run.
i just did some experiment and testing with the "save editor". found must of variables expect money. there is at least 6 type of variable related to money(4 for treasury) but none works. so just started my run with +50 stats boost XD
Castle Gold = "castle > _treasury"
MC Gold = "avatar > _gold"
To boost your gold you only need to change the gold stat. It has worked for me each time. The MC is called 'avatar' in the variables. Ignore the '_defaults_set' options as they are only applied once at the start of the game.
Castle gold is really only useful for builds and those are more constrained by research than by gold if you are playing efficiently. You can cheat the research as well but this is a different set of variables and can have game effects since research and builds can have event triggers associated with them.
config.developer = True
Note: This is python code, so the capital letter matters when spelling True. This applies to enabling the console as well. The value should be set to True, no quotes, with a capital T.
This will enable several in-game UI tools that can be considered cheats (but be careful because some can actually break your save).
In addition to this, you have the following:
Note: "Actors" are NPCs, avatar is the label used for the player
get_rnd_item(cost_low, cost_high, req_keyword=None)
Adds random item to avatar's inventory (buy cost from cost_low to cost_high)
Chooses from all non-random items in required price range
If a keyword is required (armour, weapon etc.) choose only items with that keyword
give_item(uid)
Helper function to add an item to avatar's inventory and notify
lose_rnd_item(cost_low, cost_high)
Tries to delete random item from avatar's inventory, returns True if successful
add_exp(val)
Adds experience to avatar
change_treasury(val)
Adds to or substacts from castle treasury
change_morale(val)
Changes morale of the castle
change_personal_gold(val)
Adds to or substacts from personal gold of Rowan
change_relation(ac, val)
Changes relation with an actor (NPC)
change_corruption_actor(ac, val)
Changes corruption of an actor
add_effect(eff)
Adds the provided status effect to the player
heal_injuries()
Heals all negative effects
complete_research()
Completes current research normally (regardless of rp spent)
change_base_stat(stat_letter, val)
Change one of avatar's stats (base)
Accepted values are the first letter, second value is what it represents. So change_base_stat('s', 10) would give you 10 strength.
's': 'strength'
'v': 'vitality'
'r': 'reflexes'
'i': 'intelligence'
'l': 'luck'
'c': 'corruption'
'g': 'guilt'
current_weapon()
Returns name of current weapon
change_research_bonus(val)
Changes research bonus from map resources
change_recruitment_bonus(bld_uid, val)
Changes recruitment bonus from map resources, for specific building
change_favor(actor_uid, val)
Changes favor points with given actor
change_prisoners(val)
Changes number of prisoners in the dungeon
change_mp(val)
Changes current MP.
add_spy_exp(spy_uid, val)
Adds experience to spy
capture_resource(map_uid, coords)
Captures map resource
possible_to_research()
Returns True if there are researches that can be researched right now
set_job_class(ac_uid, job_class)
Sets job class for an actor
get_actor_job(ac_uid)
Returns current actor's job or None
get_actor_flag(ac_uid, flag_name)
This will look up actors by their uid and return the value of the specified flag
set_actor_flag(ac_uid, flag_name, val)
Sets the provided flag to a value for the specified actor
change_actor_num_flag(ac_uid, flag_name, val)
Changes numerical flag
activate_event(ev_name)
Sets the event "active" flag to True
deactivate_event(ev_name)
Sets the event flag "active" to False
choose_and_insert_next_event(trigger)
Do standard choosing process for "trigger" and insert first event in current event queue as next event
ev_happened(ev_name, count)
Returns True if ev_name happened before with run_count == count
ev_exhausted(ev_name)
Returns True if ev_name happened before with run_count >= max count
set_event_timer(ev_name, timer_name, timer_delay)
Sets a timer for ev_name, replacing old if there is one
get_event_timer(ev_name, timer_name)
Returns timer_name for ev_name, or None
get_event_flag(ev_name, flag_name)
Returns flag value, or None if there is no such flag
set_event_flag(ev_name, flag_name, val)
Sets flag to val for given event
glossary_add(entry_uid)
Adds entry in entry's category and marks category as "new"
glossary_read(category)
Resets "new" flag on given glossary category
codex_add(entry_uid)
Adds entry in entry's category and topic, and marks topic as "new"
codex_read(category, topic)
Resets "new" flag on given codex category/topic
change_actor_stress(ac_uid, val)
Changes job stress of given actor
'weapon', 'armour', 'accessory', 'item', 'quest'
equipment slots
'head', 'chest', 'waist', 'hands', 'feet', 'main', 'off', 'finger', 'neck', 'other'
All items in the game
Format for item entry: uid: name, list of keywords, tier, stats effects, (buy value, sell value), description
'iron_sword': 'Iron Sword', ['main', 'weapon', 'sword'], 1, {'s': 1}, (100, 50), 'Rowan's sword. While unremarkable, it has always served him well'
'robe': 'Robe', ['chest', 'armour', 'cloth'], 1, {'i': 2}, (50, 10), ''
'cloth_hat': 'Cloth Hat', ['head', 'armour', 'cloth'], 1, {'i': 1}, (30, 6), ''
'gloves': 'Gloves', ['hands', 'armour', 'cloth'], 1, {'i': 1}, (20, 4), ''
'shoes': 'Shoes', ['feet', 'armour'], 1, {'i': 1}, (20, 4), ''
'leather_helm': 'Leather Helm', ['head', 'armour', 'leather'], 1, {'v': 1}, (40, 8), ''
'leather_gloves': 'Leather Gloves', ['hands', 'armour', 'leather'], 1, {'v': 1}, (35, 7), ''
'leather_boots': 'Leather Boots', ['feet', 'armour', 'leather'], 1, {'v': 1}, (35, 7), ''
'studded_helm': 'Studded Helm', ['head', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (60, 12), ''
'studded_gloves': 'Studded Gloves', ['hands', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (50, 10), ''
'iron_sallet': 'Iron Sallet', ['head', 'armour', 'plate', 'iron'], 1, {'v': 4, 'r': -3}, (150, 30), ''
'iron_mail_coif': 'Iron Mail Coif', ['head', 'armour', 'chain', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'iron_gauntlets': 'Iron Gauntlets', ['hands', 'armour', 'plate', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'iron_sabatons': 'Iron Sabatons', ['feet', 'armour', 'plate', 'iron'], 1, {'v': 3, 'r': -2}, (100, 20), ''
'leather_straps': 'Leather Straps', ['chest', 'armour', 'leather'], 1, {'v': 1}, (0, 0), 'Rowan's old armour from his adventuring days'
'leather_jerkin': 'Leather Jerkin', ['chest', 'armour', 'leather'], 1, {'v': 1, 'r': 1}, (75, 15), 'A simple leather chestpiece, offering a small amount of protection, without sacrificing movement'
'studded_coat': 'Studded Coat', ['chest', 'armour', 'leather'], 1, {'v': 2, 'r': -1}, (100, 20), 'A leather chestpiece riveted with metal studs to provide extra protection'
'iron_hauberk': 'Iron Hauberk', ['chest', 'armour', 'chain', 'iron'], 1, {'v': 3, 'r': -2}, (150, 30), 'A shirt of small iron links, sturdy enough to impede an arrow, or light weapon blow'
'iron_brigandine': 'Iron Brigandine', ['chest', 'armour', 'iron'], 1, {'v': 4, 'r': -3}, (200, 40), 'A leather chestpiece, lined with small oblong steel plates, riveted to the fabric'
'iron_plackart': 'Iron Plackart', ['chest', 'armour', 'plate', 'iron'], 1, {'v': 5, 'r': -4}, (250, 20), 'A chest piece of plate that covers half the torso, offering a great deal of protection without full weight of a breastplate'
'iron_breastplate': 'Iron Breastplate', ['chest', 'armour', 'plate', 'iron'], 1, {'v': 6, 'r': -5}, (300, 60), 'Two conjoined large plates, molded around the torso to offer maximum protection at the cost of a great deal of dexterity'
'iron_dagger': 'Iron Dagger', ['weapon', 'dagger', 'main'], 1, {'s': 1, 'r': 1}, (100, 70), 'A simple dagger made from iron; lightweight and razor sharp
'iron_longsword': 'Iron Longsword', ['weapon', 'sword', 'main'], 1, {'s': 2}, (200, 150), 'Standard issue for most knights of the Six Realms, unremarkable, but well made swords like these are found at every blacksmith's'
'iron_rapier': 'Iron Rapier', ['weapon', 'sword', 'main'], 1, {'s': 2, 'v': 1}, (300, 200), 'A slender, sharply pointed blade best suited for thrusting. The decorative pommel offers a small amount of protection.'
'balasts_brand': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main'], 2, {'s': 3, 'r': 2}, (750, 500), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade.'
Discounted Balast's Brand for Cla-Min bribe
'balasts_brand_discounted': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main', 'non-random'], 2, {'s': 3, 'r': 2}, (300, 300), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade.'
Gifted Balast's Brand for Cla-Min bribe
'balasts_brand_gifted': 'Balast's Brand', ['weapon', 'sword', 'magic', 'minor', 'main', 'non-random'], 2, {'s': 3, 'r': 2}, (750, 500), 'A number of these blades were forged by the priests of Balast for soldiers who took part in the fifth crusade. (Gifted by Cla-Min)'
'bastard_sword': 'Bastard Sword', ['weapon', 'sword', 'main'], 1, {'s': 3, 'r': -1}, (400, 300), 'The sword falls somewhere between a longsword and a greatsword. Sturdy, but heavy.'
'zweihander': 'Zweihander', ['weapon', 'sword', 'two-handed', 'main'], 1, {'s': 5, 'r': -3}, (600, 400), 'A two-handed sword popular with mercenaries. Heavy enough to break a bones beneath plate.'
'wooden_shield': 'Wooden Shield', ['armour', 'shield', 'off'], 1, {'v': 1}, (100, 75), 'A simple round shield made from non-splitting wood, reinforced using leather, with a metal rim'
'buckler': 'Buckler', ['armour', 'shield', 'off'], 1, {'v': 2}, (200, 150), 'A round, metal shield; useful for deflecting blows, but too small to be much use against missiles.'
'knights_shield': 'Knight\'s Shield', ['armour', 'shield', 'off'], 1, {'v': 3}, (350, 225), 'A triangular shield carried by most soldiers and knights in the realms. More often than not, they are decorated with a coat of arms or heraldry.'
'knights_helm': 'Knight\'s Helm', ['armour', 'head', 'plate'], 1, {'v': 3, 'r': -1}, (150, 35), 'A well crafted helm, offering a good deal of protection at the cost of some of the wearer\'s peripheral vision.'
'gauntlets_of_might': 'Gauntlets of Might', ['armour', 'hands', 'plate', 'magic', 'minor'], 2, {'v': 3, 's': 2, 'r': -2}, (250, 50), 'As well as affording excellent protection, the wearer also feels stronger upon donning the gloves.'
'garnet': 'Garnet', ['gemstone', 'item'], 1, {}, (100, 70), 'A precious gemstone that can be given as a gift or sold for a good price.'
'topaz': 'Topaz', ['gemstone', 'item'], 1, {}, (200, 125), 'A precious gemstone that can be given as a gift or sold for a good price.'
'emerald': 'Emerald', ['gemstone', 'item'], 1, {}, (350, 250), 'A precious gemstone that can be given as a gift or sold for a good price.'
'ruby': 'Ruby', ['gemstone', 'item'], 1, {}, (500, 350), 'A precious gemstone that can be given as a gift or sold for a good price.'
'diamond': 'Diamond', ['gemstone', 'item'], 1, {}, (1000, 750), 'A precious gemstone that can be given as a gift or sold for a good price.'
'selanis_ring': 'Selani's Ring', ['finger', 'accessory', 'ring', 'magic', 'minor', 'non-random'], 1, {'l': 2}, (100, 50), 'A simple elven made band of silver. It has always brought her luck.'
'monster_brain': 'Monster's Brain', ['ingredient', 'item', 'organ', 'non-random'], 1, {}, (200, 150), 'The brain of a monster, primary used for alchemical purposes.'
'monster_heart': 'Monster\'s Heart', ['ingredient', 'item', 'organ', 'non-random'], 1, {}, (300, 200), 'The heart of a monster, primary used for alchemical purposes.'
'monster_blood': 'Monster\'s Blood', ['ingredient', 'item', 'blood', 'non-random'], 1, {}, (100, 70), 'The blood of a monster, primary used for alchemical purposes.'
Gattsu_blade and shield are added just for testing (high prices so they not fit for get_rnd_item etc.)
'gattsu_blade': 'Gattsu Blade', ['main', 'weapon', 'sword', 'two-handed', 'non-random'], 3, {'s': 3, 'r': -2}, (1000000, 500000), 'Three times as heavy and thick as a normal sword. Immesely powerful, but difficult to wield'
'shield': 'Shield', ['off', 'shield', 'armour', 'non-random'], 2, {'v': 2}, (1000000, 500000), 'Item description'
Use of those items may cause save issues to future versions of the game. Again, an offline editor can do all of that as well and if you use the right ones, load the system.json file you can edit the stats of everyone, not just Rowan.
Again, all of this 'cheating' is completely unnecessary in the current version of the game. Technically this entire thread is in violation of STEAM's posting rules, so if it vanishes at some point, you'll understand.
The only thing that can be necessary to seeing all content is boosting of stats and gold. This let's you get everything ASAP and to never fail a stat check so you always see the winning side of things, which is not easy early on.
Unless they came out with a patch the day of your post, they were all still valid at the time of posting. I dug through the source code myself while writing a mod. :)
If you can point out where that stuff is available to get in the game, I'd love to hear it.
Oh, it may still be there in the code, hell, the game still has the OLD folders in it, but you can't get most of that stuff by any game options. I have a hard time getting Cla-Min's sword for Rowan any more with the latest update.
This is part of my issue with the game, it has a lot of dead code in it... a lot, and it can gum up the game. I wish they'd wash though it a few times and take out old code, saving it for later if they intend to re-use it. Most of that stuff is long dead from the earliest versions. You can download the old public version and it has all that stuff in it, for purchase and available if you can make out the images. It's just not available in the current version unless you do use a cheat and then you can break the game because the old game stats and operations aren't the same as the new one.
If you cheat significantly enough, Rowan can't lose a skill check and has money enough to do anything he wants. Because the latest versions don't allow you to take personal gold and turn it into treasury gold, you have to cheat the treasury gold up to get full build out as fast as Skordred can build from Cliohna's research.
You could change Alexia and Rowan's stats, relationship level, etc. at any given point you want... which would break all kinds situations and make them potentially so error filled you'd never be able to unscrew the mess. I've done this intentionally just to see if the game had much error checking built into it, it doesn't.
So cheating the game doesn't help much, it can hurt it, but if you know what you are doing, when you are supposed to do it, you can move through the plot threads much more quickly. Personally, I found this not to be as useful as it might sound. I can just fast-forward with the text options.