Soulash 2
Versive Jul 31, 2024 @ 10:55am
Maximum Skills
I understand that there is a skill cap in the game and that a player can use an editor to change this. I'd appreciate it if the dev would consider a soft-cap or an in-game option to remove the cap.
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Showing 1-15 of 16 comments
Gespenst Gaming Jul 31, 2024 @ 6:34pm 
it is something of a softcap, you gain more maximum potential as your character ages. You can easily open a file in notepad and change a number to increase the maximum cap if you want.
Faust Aug 2, 2024 @ 7:48pm 
Dev mentioned a possibility of a custom gamemode where you can tweak things before starting the playthrough. I hope he adds max potential in there. Really don't feel like choosing between a weak crafter and a powerful combatant. Especially since crafting disciplines give d#ck all attribute points, so even if you already maxed out your main combat skills - you'll be more powerful maxing out even more combat skills that you won't be using because you'll be stacking up more attribute points. Can make do with that potential mod, but it's always nice to have a videogame that just werks.
Knight Of Acedia Aug 4, 2024 @ 2:39pm 
as someone who used the limitless potential mod and mastered every combat skill i can say for certain that the skill limit exists for a reason. You can already hit a point with your character that only a stupid mistake on your part can cause your defeat but without skill limit not even stupid mistakes can kill you.

becoming an immortal powerhouse is fun in it's own way but without events and wars actually being an immortal powerhouse isn't fun.
Faust Aug 4, 2024 @ 3:23pm 
I just don't want to have my build choices be split into the powerful category (combat) and the lame category (builds with civillian skills). If I had like 2 separate potential pools, combat and civillian, and didn't have to worry about losing out on attributes and mods and skills just because I wanted to be able to have a ♥♥♥♥♥♥♥ anvil in my shack, then I'd be happy for example. As it stands, without any mods, I'm already killing dragons without breaking a sweat by just pointing my finger at them and waiting for my werelions to rip them several new arseholes, and I have iron/steel gear and haven't even gotten a single skill to 50. I don't need uncapped potential for power, I simply don't want to feel like I'm wasting my character's potential levelling agriculture or tailoring or whatever.
Last edited by Faust; Aug 4, 2024 @ 6:14pm
Knight Of Acedia Aug 4, 2024 @ 3:39pm 
Originally posted by Faust:
I just don't want to have my build choices be split into the powerful category (combat) and the lame category (builds with civillian skills). If I had like 2 separate potential pools, combat and civillian, and didn't have to worry about losing out on attributes and mods and skills just because I wanted to be able to have a ♥♥♥♥♥♥♥ anvil in my shack, then I'd be happy for example. As it stands, without any mods, I'm already killing dragons without breaking a sweat by just pointing my finger at them and waiting for my werelions to rip them several new arseholes, and I have iron/steel gear and haven't even gotten a single skill to 50. I don't need uncapped potential for power, I simply don't want to feel like I'm wasting my charcter's potential levelling agriculture or tailoring or whatever.

ah yeah that i agree with wholeheartedly. If the purpose of potential was solely as i put it then that could be solved by simply removing attribute points from all the crafting trees and making it cost no potential to train but unfortunately i believe it is part of the game's design centered around the flow of time.

You don't need one character to master everything because even perfect play will result in that character dying to old age. The old and their wisdom must make way for the new with their ingenuity i suppose.
Faust Aug 4, 2024 @ 6:18pm 
Originally posted by Knight Of Acedia:
You don't need one character to master everything because even perfect play will result in that character dying to old age. The old and their wisdom must make way for the new with their ingenuity i suppose.
To be honest, I'm anxiously awaiting lichdom/vampirism so I can just stick to one character and not engage with the aging mechanic at all. Til then I'm staying on an elf to mitigate it as much as I can.
Last edited by Faust; Aug 5, 2024 @ 3:05pm
SpiralRazor Aug 5, 2024 @ 7:28am 
quite easy to change to suit your needs, just set your starting potential to be higher in the data file Json. Its also retroactive in already in progress game play.
SpiralRazor Aug 5, 2024 @ 7:30am 
Originally posted by Faust:
Originally posted by Knight Of Acedia:
ah yeah that i agree with wholeheartedly. If the purpose of potential was solely as i put it then that could be solved by simply removing attribute points from all the crafting trees and making it cost no potential to train but unfortunately i believe it is part of the game's design centered around the flow of time.

You don't need one character to master everything because even perfect play will result in that character dying to old age. The old and their wisdom must make way for the new with their ingenuity i suppose.
To be honest, I'm anxiously awaiting lichdom/vampirism so I can just stick to one character and not engage with the aging mechanic at all. Til then I'm staying on an elf to mitigate it as much as I can. [/quote]

aging mechanics also easy to customize depending on your needs. After checking the file some of them make sense in game, some...dont lol.
Ckalj Aug 5, 2024 @ 9:24am 
Originally posted by Knight Of Acedia:
as someone who used the limitless potential mod and mastered every combat skill i can say for certain that the skill limit exists for a reason. You can already hit a point with your character that only a stupid mistake on your part can cause your defeat but without skill limit not even stupid mistakes can kill you.

becoming an immortal powerhouse is fun in it's own way but without events and wars actually being an immortal powerhouse isn't fun.

I can totally agree, after a while it gets boring as hell when nothing can kill you... Or you can kill anything without much effort...
Drib Aug 6, 2024 @ 4:57am 
Originally posted by SpiralRazor:
To be honest, I'm anxiously awaiting lichdom/vampirism so I can just stick to one character and not engage with the aging mechanic at all. Til then I'm staying on an elf to mitigate it as much as I can.

Doesnt' easy mode disable aging?
Faust Aug 6, 2024 @ 9:52am 
Originally posted by Drib:
Originally posted by SpiralRazor:
To be honest, I'm anxiously awaiting lichdom/vampirism so I can just stick to one character and not engage with the aging mechanic at all. Til then I'm staying on an elf to mitigate it as much as I can.

Doesnt' easy mode disable aging?
It does, but it also makes skills more grindy and frankly ♥♥♥♥ that noise. Also I can't retire a character in a world so if I accidentally misclick on the wrong skill and lose one point of potential meant for getting Invulnerable in Protection, I won't be able to spectacularly suicide and start over.
redy5 Aug 6, 2024 @ 12:27pm 
With one full combat skill you can be extremely powerful. With two you are basically a god (especially if second skill is protection, lol, which makes you immortal). Dwarven jewelers craft top (5 slot) jewelry and runes of power (best craftable magic ingridient for warriors), elven jewelers craft spring stone (best for mages), go around different races, find 40+ level crafters, bookmark them and wait untill they are 48-50 and use them to craft all your 5 slot equipment, but dont wait too long as when they get 50 means they die very soon. Some things you cant craft with npc, like backpack or some 50 skill items (eye mask etc), but you can drop them from poi chests. If you want best settlements you need iirc 20 carpentry, 30 construction and 15 agriculture only, maybe a bit more for some specific military buildings. Adventuring 50 is pretty much always a must. So, 130 potential points you put in 2 combat skills and what I listed, and you have enough to max 1 crafting skill of your choice to full, +1 one more when you are old (unless you play an elf) and about 10-20 potential to spare. Use those 2 maxed out skills to craft bis items and on next char you wont need these skills at all.

My point is there is really no need for more potential points, unless you dont want to keep interest in the game in the long run.
Last edited by redy5; Aug 6, 2024 @ 12:31pm
Faust Aug 6, 2024 @ 5:37pm 
So you don't need any of these things but somehow having these things that you don't need ruins everything. How peculiar.
redy5 Aug 7, 2024 @ 4:33am 
Originally posted by Faust:
So you don't need any of these things but somehow having these things that you don't need ruins everything. How peculiar.
Okay I can explain in simpler terms, if you want. You can play with all the things once, become OP very quickly, and lose interest in a game since you already had a taste of everything. Alternatively, you can accept game's rules, which I explained to be pretty tame, and have like 6-10 interesting playthroughs untill you lose interest. Your choice.
Faust Aug 7, 2024 @ 5:24am 
You don't need simpler terms, you need appropriate ones. There are 12(ish?) combat skills in the game, could be split in half and leveled in 2 playthroughs with the current potential pool. There was also a whole conversation that I shan't be repeating about civillian skills not doing a good job at competing for a worthy spot with the combat ones.
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Date Posted: Jul 31, 2024 @ 10:55am
Posts: 16