The title pretty much just explains the whole thing. If you set the mutation cost multiplier too high, you can’t afford some cell parts, one of which being the nucleus which is actually needed to progress in the game. In the editor, if the mutation cost multiplier is too high, it can make some parts cost more than 100, but it won’t tell you they cost more than 100. It’ll say they cost just 100, but when you try to place an expensive part down, it won’t let you, because if you did place it then your mutation points would be in the negatives.
Accidentally soft locked myself earlier by doing this
I actually do agree that this should be fixed in some way, either by capping the setting or capping the maximum total cost at 100 MP. Though the latter might play weird with any MP discount systems we add. (Maybe a weird system where the setting adds an MP cost that is a percentage of 100 - the default organelle cost?)
Having players unintentionally hard-lock their game is not a good situation.
This is actually a new problem from the new MP calculation system, because now any discounts / price increases are applied only after the calculation, meaning that it is no longer easy to cap the cost of individual changes to 100 MP. I’ll try to come up with some change today that would allow restoring the old behaviour of each change being at most able to cost 100 MP even with increased prices.
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aah31415
(The maker of SitF, Radiostrocity, The Lifenote and TGBing; The Second Ascended...; And just maybe a security warning come alive...?)
10
Should it be clarified to the player when they set the mp cost slider too far to the right that this will cause some organelles to cap out at 100 mp?