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Yes, regrettably that's true. Enemies you take out with the crossbow in the intro as Godwin at Suchdol count against the Civilians Killed stat, so it's possible you picked some up there (I picked up 5 when I first became aware of this and checked closely).
Unfortunately, it seems the stat also inflates erroneously during the course of normal gameplay. Either hostile NPCs are marked as Civilians in error, or, friendly NPCs are killed by hostile NPCs and this crime then gets reported back to the nearby villages and logged against your stat in error.
Ah well, it'll be fixed eventually.
Edit: wait, I just remembered the cold open. Obviously it is counting that too.
Well, in a sense that is all correct then. Even the most law-abiding knight could get accused of crimes he did not do and there would be nothing he could do about it. (except of challenging the accuser, if known :) ). Since the stats seem to reflect what we are accused of instead of what we really did, maybe the best solution would be to have stats for both cases. Otherwise I would agree, if I don't do any crimes, I want "my" stats to reflect that.
Yes that's a really good point, do you know a safe place to get Cheat Engine? I downloaded a copy a while ago but got an antivirus message regarding it.
In theory it's a good workaround. You could RP it so that, occasionally, Henry reports in to the local Bailiff/Rathaus and "clears everything up". It would be interesting to see if this inadvertently gave a boost to reputation.
That's a really good point, I hadn't thought of that. It's quite possible. Maybe they plan to release a considerable patch w/bug fixes etc. alongside the release of each DLC?
You can download it from Github. Some virus scanners are a bit overactive and report it false as a virus.
I am not really into game statistics myself, I also have 0km ridden on horseback, but a part of the ending is tied to it.
Here is my CE table in .xml but the adresses might differ.
<?xml version="1.0" encoding="utf-8"?>
<CheatTable CheatEngineTableVersion="45">
<CheatEntries>
<CheatEntry>
<ID>1</ID>
<Description>"Items Stolen"</Description>
<VariableType>4 Bytes</VariableType>
<Address>1F49ABD78E0</Address>
</CheatEntry>
<CheatEntry>
<ID>2</ID>
<Description>"Value Stolen"</Description>
<VariableType>4 Bytes</VariableType>
<Address>1F49ABD88D0</Address>
</CheatEntry>
<CheatEntry>
<ID>3</ID>
<Description>"Civilians Killed"</Description>
<VariableType>4 Bytes</VariableType>
<Address>1F49ABD6D40</Address>
</CheatEntry>
</CheatEntries>
<UserdefinedSymbols/>
</CheatTable>
</CheatEntries>
</CheatTable>
1) If you stop the crime from happening, it doesn’t get added to your stats.
2) If you allow the crime to happen, then the stats for Value stolen and Items stolen will go up regardless of how inconspicuous you are.
3) If they kill the NPC but don’t steal from them, then the crime stats are NOT added. If they loot them then the stats ARE added to your player stats for Items stolen and Value stolen. However the stat for Corpses Looted is unaffected, and seems to track correctly. We can protect this one by being careful what we click on.
4) If you save the NPC and talk to them, you get a reward and a reputation boost, and NO crime stats are added.
I think a zero crime run might be possible now, as it's clear the stat inflation isn't random, and we can prevent it by stopping the crime from happening in the first place. Either we need to prevent the bandits being spawned in, or we need to prevent the robbery from occurring. It's acceptable if we aren't able to save the friendly NPC, but we must prevent the bandits stealing from their corpse in the vicinity of the player. For full RP we want to save the friendly NPC.
This is quite hard to do legitimately from the beginning of the game due to low stats, but in theory it could be done, and is very easy to do if Henry is buffed via cheat mod. The only danger is if we spawn in such an event with our presence whilst wandering the map, but don't actually see it happen and simply ride past. A zero crime run is possible, providing we're allowed to reload in such instances (or any other such instances where the stats are inflated either by a bug or a misclick on our part). In order to achieve it without reloading, we'd need to map out where each of these encounters spawns, and either avoid them or ensure we prevent the crime from happening.
I did some testing with Cheat Engine but was unable to find the right addresses to edit the data in question. It seems easier (and more fun) to resolve the issue via gameplay in any case. My Henry is about to go on a rampage across Trosky region - bandits beware!
The RP for this version of Henry is quite straightforward - he's a chivalric knight who rides around protecting the innocent, and destroying evil by the sword. As per the games' own internal logic, he commits no crime and proceeds through the world as a true Christian knight. Henry hopes he's the sort of man that Martin would've wanted him to be.
We can even RP if a reload is needed - something similar to the sands of time from Prince of Persia but more subtle. Henry gets a bad premonition whilst praying and knows he has to go back and save those that he failed before. The destruction of Skalitz still torments him after all, and a fire for justice (and vengeance against evil) burns brightly in his heart.
* 0 metres for all distance stats, such as distance running/walking/on foot/sprinted/fast traveled...
* 0 for "Fast travel points discovered"
* 155 civilians killed while it also says 156 enemies killed and 212 people killed. I am not a math guy, but those numbers simply don't add up.
The missing distance stats are the most surprising for me as I didn't notice it when I was checking my stats a few days ago. I think they were correct by then. I wonder if there was any minor update that would mess it up. I tried a few other saves from various parts of the game, and the issues are the same. Weird...
But I still wouldn't do this, most games ban you immediately or prevent you from playing if they even detect that Cheat Engine is installed.