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Post by grävling on Mar 10, 2013 6:34:08 GMT -5
Instead of
Attribute/Skill to X (N XP) Attribute/Skill X-1 to X (N XP)
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Post by johndramey on Mar 10, 2013 7:57:29 GMT -5
Totally agreed. Even though I've been playing CK for a while I can't tell you how many times I'm calculating my AP and make mistakes.
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Post by fallen on Mar 10, 2013 11:24:09 GMT -5
#CK-900 Thanks!
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Swami
Templar
[ Heroes of Steel Supporter ]
Lost
Posts: 1,004
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Post by Swami on Mar 10, 2013 12:31:39 GMT -5
#CK-902(?) Show me my AP on the stats page.
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Post by fallen on Mar 10, 2013 12:48:05 GMT -5
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Post by grävling on Mar 13, 2013 21:09:21 GMT -5
I see that when your skills are maxed, it now says (0XP) instead of (N XP) (what it would have cost if it were possible for you to raise it). This is a good thing. (Though Stealth Maxed at 14 might be even nicer.)
But Maxed Attributes are still saying:
Dexterity to 10 (36 XP) MAX
can this be changed as well?
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Post by fallen on Mar 14, 2013 8:04:18 GMT -5
@gravilng - changing the attribute max got #CK-946
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Post by fallen on Mar 19, 2013 0:37:20 GMT -5
Instead of Attribute/Skill to X (N XP) Attribute/Skill X-1 to X (N XP) Fixed for next release. I will also clean up most of the other XP releated issues in this thread for this release!
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Post by grävling on Mar 19, 2013 1:13:18 GMT -5
Great! Wonderful! Thank you!
And an issue not in this thread: The manual states:
XP Cost = (Sum of Attribute Ratings of the other Two Attributes) x 2
But I have a female 2 gunslinger: She has Body Strength and Dexterity all 7 and Mind Intelligence and Perception all 5.
But the game is saying Body to 8 will cost 21 XP while Strength and Dex to 8 cost 28, and Mind to 6 costs 15 while Intelligence and Perception to 6 cost 20.
Thus the actual formula being used is
For the subordinate stats (str, dex, int per) XP Cost = (Sum of Attribute Ratings of the other Two Attributes) x 2 (just what the manual says)
but for the base stats (body, mind) XP Cost = (Sum of Attribute Ratings of the other Two Attributes) x 2 - base stat
So either the code needs to change to reflect the manual, or the manual needs to change to reflect the code.
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Post by fallen on Mar 19, 2013 7:59:18 GMT -5
grävling - this one got #TA-1055. We will figure out which should be done (fix code or help file).
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Post by grävling on Mar 19, 2013 8:07:30 GMT -5
grävling - this one got #TA-1055. We will figure out which should be done (fix code or help file). Better move it to CK-something-or-other My Templars aren't complaining about this one.
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Post by fallen on Mar 19, 2013 8:59:21 GMT -5
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Post by grävling on Mar 19, 2013 9:07:12 GMT -5
I don't usually make very heavy use of implants, but I am trying a new (for me) strategy for Female 2 survival that involves getting her firearms up to 8 at the earliest opportunity. I find that instead of: Attribute/Skill X-1 to X (N XP) (which I suggested) I would like to see: Attribute/Skill X-1 to X (N XP) [Augmented Value] i.e. when it is XP spending time, I want to know which stats aren't as dreadful as they look due to all the bonuses I am getting from implants.
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Post by fallen on Mar 19, 2013 9:12:37 GMT -5
That one is now #CK-1056
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Post by grävling on Mar 19, 2013 9:35:56 GMT -5
Thank you.
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