2009-09-25, 01:49 AM
Another exploit of sorts, is the "random" strength/magic raise, seems to be based simply on how many times you've hit that button. For magic this is reasonable (the bar must also be full) more or less, but for your strength, I've found just quickly hitting an monster after several swings raises your strength (what appears to be in as many swings as waiting for full gauges would require)
It's possible you don't even have to be hitting a monster to make this work. What would've been nicer is damage versus your strength or something.
I think possibly the level up table has a cap on str growth per level. But I'm not positive because the "max str" column for example seems to track exactly with what you would have by just adding the level up bonuses together... yet in Diadem of Maunstraut (assuming Tom did not monkey with the level table) you still get "random" str bonuses. I will have to look into hexediting the level table file again to see if I can change the max str column independently and see if it actually enforces a maximum.
Otherwise I will probably have to program another global event to keep players from wanting to cheat. I'm also considering a game over screen if the player takes too long to finish. On one hand it would prevent players from completely exhausting the game in one save file, but on the other hand it would make players think more about time / make the game more interesting. Might compromise and say the time limit is removed after killing the final boss, so they can keep exploring before going to the game over area (however that might work)
It's possible you don't even have to be hitting a monster to make this work. What would've been nicer is damage versus your strength or something.
I think possibly the level up table has a cap on str growth per level. But I'm not positive because the "max str" column for example seems to track exactly with what you would have by just adding the level up bonuses together... yet in Diadem of Maunstraut (assuming Tom did not monkey with the level table) you still get "random" str bonuses. I will have to look into hexediting the level table file again to see if I can change the max str column independently and see if it actually enforces a maximum.
Otherwise I will probably have to program another global event to keep players from wanting to cheat. I'm also considering a game over screen if the player takes too long to finish. On one hand it would prevent players from completely exhausting the game in one save file, but on the other hand it would make players think more about time / make the game more interesting. Might compromise and say the time limit is removed after killing the final boss, so they can keep exploring before going to the game over area (however that might work)