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the hybrid one sounds make sense
hi
1) you can use Mod Config GUI: https://steamcommunity.com/sharedfiles/filedetails/?id=3379819704
or,
2) while the game is not opened, you can edit: C:\Program Files (x86)\Steam\steamapps\common\Elin\BepInEx\config\vic.playergenes.cfg
the reason i implement this:
WarnOnBodyPartOverflow = true
is so that I can have up to max 18 body part from gene showing in my UI without overflow:
MaxGeneSlots = 18
since I cannot fix that overflow bug 😅
hybrid idea:
a) Gain the Spell at the <#> spell level.
b) keep track of how many charge for the spell is used in the day
c) guarantee recharge for gene spell on sleeping, but restore only lost charge count
this way you can keep the spell indefinitely, at the <#> spell level, and get charges each day to use them
>> Daily recharge idea
this seems like not a bad compromise, although natural sleeping should occasionally do this sometime. do you ask for feature to definitely restore <#> on the gene spell each sleep, no random chance?
>> Level
this may or may not work, because some of the gene spell <#> is very high like 40 so it can be overpowered for player.
>> removing?
for removing the spell, currently I just subtract gene <#> on removal. I wonder if to balance I should just remove all the spell charge accumulated, or all simply all charges, while keep spell level.
if <#> we decide to make the spell level, we could subtract spell level of gene on removal while keep the charge.
so thinking of balance is not as easy as it seems :)
the thing is, with how AI use gene spell, there is no direct 1:1 feature.
https://ylvapedia.wiki/wiki/Elin:DNA_List
for Ally, the number represent: "where x is a number from 1 to 100, is the spell/ability chance to be on the ally's action list every turn. Allies chooses one spell/ability on their action list to use (which one is reliant on circumstances and their AI) and any spell/ability who fails the roll is automatically excluded for that turn." for player, this cannot work the same.
Maybe make the gene level become amount of spells' daily recharge or their level will be better?
Learning spell from gene will gain charges for that spell.
When charges reach zero, the spell disappears but keeps its level same as vanilla. You can relearn it from genes, books, or sleeping to get charges back at the same spell level.
Adding a gene gives you charges, removing a gene takes charges away. If multiple genes give the same spell, their charges add together.
hope you can test if this feels balanced or any suggestions :)
- Rich Gene Information Display: Gene removal dropdown shows detailed info with colors
- Shows source, slots, cost, effects with star ratings and actual levels like <<Memory of Endurance>> [*] (4)
- New WarnOnBodyPartOverflow setting too many body part insertions depending on gene slot
⚙️ New Settings
- WarnOnBodyPartOverflow:
- True: Shows warning and blocks insertion when body parts from gene would exceed remaining gene slot count
- False: Allows all body part gene insertions without restrictions
LOL
thanks! I'll hold off on the Stable builds til release day.
Interesting...that's possible, I don't play Stable much so I couldn't really test it. Thanks for the log, it looks like method signature might've change. Might need to split the mod into two if that's the case
A mod is incompatible with your game version.
MissingMethodException: Method not found: void .Chara.Kick(Point,bool,bool)
<[RMB] close>
<[MMB] do not show>
Sequence of events (most recent on top):
ListPeopleSelect.OnClick
BaseListPeople.<List>b__17_1
UIList+Callback`2[T1,T2].OnClick
<>c__DisplayClass67_0.<Refresh>b__0
InvokableCall.Invoke
UnityEvent.Invoke
UIButton._OnPress
<>c__DisplayClass69_0.<OnPointerClick>b__0
BaseCore+<_WaitForEndOfFrame>d__22.MoveNext
SetupCoroutine.InvokeMoveNext