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Medic can get unlimited XP and Medical skill #7560

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BossCakes21 opened this issue Dec 1, 2021 · 3 comments
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Medic can get unlimited XP and Medical skill #7560

BossCakes21 opened this issue Dec 1, 2021 · 3 comments
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Bug Something isn't working Code Programming task Duplicate This issue or pull request already exists

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@BossCakes21
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While trying somethings i have come across a little funky thing with the "Advanced Splicing" talent,

"Whenever you or another crewmember combines or refines Genetic Materials, gain 125 experience and a bonus of 5 to Medical.
This bonus is lost on death."

If you get a two genes and combine them and then get another gene and try to combine it with the already combined gene, the genes will not combine and it will fail but you will get 250xp and 10 medical skill, and since the genes don't get lost you can do it forever.

This is still bad but when you get the "Combat Medic" talent and you have a high medical skill the game lags and becomes unplayable if it gets to high

thanks hope you fix this <3

@Regalis11 Regalis11 added Bug Something isn't working Code Programming task labels Dec 1, 2021
@Regalis11 Regalis11 self-assigned this Dec 1, 2021
@Regalis11
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This has been partially addressed in the latest unstable version: Advanced Splicing can only increase your skill by a maximum of 100.

If you get a two genes and combine them and then get another gene and try to combine it with the already combined gene, the genes will not combine and it will fail but you will get 250xp and 10 medical skill, and since the genes don't get lost you can do it forever.

This is something that hasn't been addressed though, but I was unsure how to reproduce the problem. How can you combine the combined genes a second time? Combining two different types of genes should taint it and prevent it from being combined again, and based on a quick test this seemed to be working correctly (the button cannot be clicked if there's a combined material in the research station).

@Regalis11 Regalis11 added the Need more info Insufficient information to resolve the issue (e.g. steps to reproduce a bug) label Dec 1, 2021
@Gravityowl
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Gravityowl commented Dec 24, 2021

I was able to reproduce this by putting stabilozine in the output of a research station and then combining 2 different genes. As for the dual gene combine, imma spill the beans on this one, so sorry guys, but its been a whole update and it didn't get found so here we go:
If you put an identified gene in the deconstructor along with something that can be deconstructed that way you can click the button and then another gene in the first slot output of the deconstructor then they will be combined when the one being deconstructed finishes this does not count as combining genes from the research station and allows them to still be utilized in the station and be repeated by the step just stated to effectively combine every gene in the game.

Previously in the last update (the one before fabricators started pulling from storage containers) i dont remember its number sorry, it was possible to gain 100% genes by putting stabilozine and an unidentified genetic material into the deconstructor, that being said, I don't seem to be able to reproduce that anymore

I'd like to end this by saying, I've had a lot of fun with these bugs, some of the 100% genes really matter and they can be really hard to get even in a full campaign, like tiger thresher full oxygen, and moloch basically letting clowns 1v1 endworms with true potential and endo-crined double duty. Having played medic with the gene's i always feel like I don't want to use them because they don't feel done or completed. the current system is fine but if I could make a suggestion, would it be possible to make genes even more of a stabilozine sink, its already pretty much the item that gets stockpiled and never really used because the different types of poisons in the game are primarily player inflicted. It'd be neat if each stabilozine increased the percent by like 1% or something that way once you get a good gene you can start working on it slowly while still gambling with the other ones that you might not care as much about.

Also apparently genes reset to 100% on multiplayer campaign loading but i haven't tested that, might be worth a look into

@Regalis11 Regalis11 removed the Need more info Insufficient information to resolve the issue (e.g. steps to reproduce a bug) label Jan 12, 2022
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Closing as a duplicate of #8001

@Regalis11 Regalis11 added the Duplicate This issue or pull request already exists label Jan 12, 2022
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