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i disagree - an unlimited save mod allows me to explore and take far more risks that i ever would with the vanilla limited save system
(Charge headlong into a Cuman camp just to see if it's possible ?? sure !! why not !! )
yes, an Unlimited Save system mitigates the risk of dying by making bad decisions, but bad decisions usually lead to greater challenges, which can lead to a greater sense of success
a Limited Save system, (in a very buggy game), encourages the player to take fewer risks, and explore and discover less (imo)
(risk of over-eating and getting drunk each time u save ?? beyond stupid imo)
but sure, limited save does make an easy game a bit harder (by inconvenience)
What is "Save Scumming"?
I mean, the game rarely crashed when I'm playing but the problem exists for others. So having the option to save scum is a pretty good alternative than having to repeat countless of accumulated lost hours because someone's game crashed.
Wine
1 nettle for 2 turns (1-2-)
2 belladonna ground for 1 turn (-2-1)
That will give you 3 strong Saviour Schnapps.
I dont think saving the game before an important and risky even is a bad thing.
It's just that what's important in KCD is Henry earning exp and leveling up his Skills. And some battles and things arent meant to be done as a low level with barely any of Henry's Skills built up. Sure, save scumming gives the player some experience about the game, but the over all effect of reloading 500 times to perform one task is counterproductive, since Henry will only get exp for doing it once when the player succeeds and stops reloading, while the player gets needlessly frustrated by repeating the action and failing, not necessarily realizing it's not the player's skill that's having this effect, but Henry's low Skill. (although yeah, sometimes it's the player's understanding of the game the makes it problematic. But i think, much of the time, it's the other way around)