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Post by mike4chan86 on Feb 13, 2019 13:08:21 GMT 10
I tried changing the values but it goes right back to ?? and ?? Nothing seems to be affected by my clicking around.
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Post by mike4chan86 on Feb 13, 2019 13:25:42 GMT 10
Nevermind I'm an idiot, just got it to work
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Post by popkoji on Feb 20, 2019 6:10:25 GMT 10
Any word as to whether or not this will be fixed?
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Post by jdfred06 on Feb 20, 2019 9:09:43 GMT 10
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Post by LeiFang on Feb 20, 2019 12:31:26 GMT 10
Explains why the enemies are so stupidly bullet-spongy... Yeah, I'm not really a fan of adaptive difficulty. It rewards sloppiness and punishes skill. That said, AD has been in Resident Evil games since RE4, it was just better implemented in those titles I guess. But that makes game more playable. Older RE games rewarded saving resources early majorly to the point of making the later parts trivial, and punished mistakes so hard, you simply didn't have enough supplies to even get to the later parts . Many times the midgame gets so hard, it's easier to restart the game. It also meant if you play poorly, you have WAY HARDER and actually interesting final parts, but if you play well, the start is hard and you're low on supplies, but the end is a boring cakewalk with 15 full herbs and more ammo than is needed to kill everything twice.
And it's not normal when the game gets easier the further you go. RE2 Remake KINDA has that problem because ammo is not adaptive. Yes, you will still have enough healing if you screw up early cause the enemies damage is lessened, but if you have any ammo left after sewers, the lab is the easiest part of the game. If you don't - it's very hard (I had a run where Leon got out of sewers with only a flamethower, and killed G's with it. It was a blast until the last fight where he needed ALL pickups to defeat Birkin, and two clips for the Tyrant fight (and you NEED those to stun his undodgeable lethal attack).
Next playthrough, I learned to dodge the G monsters, the Lab was boring and I ended the game with insane amount ammo nothing to use it on. DX
Not criticizing the mod, of course, just saying why adaptive is more fun. I think it's nice we can finally force the difficulty and make enemies harder or easier as we want.
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Post by jdfred06 on Feb 20, 2019 21:44:17 GMT 10
I believe the ammo drops and ammo created by using gunpowder are adaptive, in that you don't always get the same amount.
I still don't like it. Too much randomness for my tastes. Especially since zombies also have randomized health pools.
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Post by djhazardous on Feb 21, 2019 11:08:27 GMT 10
Would it be possible to incorporate this into RE2 Framework?
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Posts: 61
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Post by ajax on Feb 22, 2019 3:19:20 GMT 10
I guess these are the new addresses for Rank and Score Rank: 16648A3C Score: 16648A38
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Post by kvg88 on Feb 22, 2019 6:11:59 GMT 10
I guess these are the new addresses for Rank and Score Rank: 16648A3C Score: 16648A38 Thanks for the update, I just got back from Toronto from a vacation; getting ready to update the file now!
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Posts: 68
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Post by rocka on Feb 26, 2019 0:55:29 GMT 10
Please update, it doesn't seem to work anymore...
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Post by jdfred06 on Feb 26, 2019 1:55:15 GMT 10
He's been working on it, follow on the steam post for the most recent updates.
For now a good way to get around it is to increase your damage using the current fearless cheat table. Put the damage mod to ~1.4 and you'll do full damage once you get to the highest adaptive setting. This will at least keep it so you won't be dumping 15 bullets into a zombie's brain stem. Side effect is if the difficulty eases up you'll be doing a good bit of extra damage.
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Post by edgarska on Feb 28, 2019 4:26:23 GMT 10
I believe the ammo drops and ammo created by using gunpowder are adaptive, in that you don't always get the same amount. I still don't like it. Too much randomness for my tastes. Especially since zombies also have randomized health pools. They're not adaptive, just semi-random (random within a range). For example, mixing 2 regular gunpowders can give you between 11-15 bullets, but if you save and then mix and get 12, then reload and mix them again you will probably get a different number.
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Post by deadfield on Mar 9, 2019 23:16:44 GMT 10
Explains why the enemies are so stupidly bullet-spongy... Yeah, I'm not really a fan of adaptive difficulty. It rewards sloppiness and punishes skill. That said, AD has been in Resident Evil games since RE4, it was just better implemented in those titles I guess. idk, i feel different I think it rewards skill and punishes sloppy. challenges skill and punishes sloppy, sloppy the game has to hold your hand... and the game is already so easy the puzzles arent hard and every door and rooms are labelled on the map... in the originals you need to memorize the map it didn't tell you what was what, or informs your objectives. my biggest gripe about REmake2
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Post by ajax on Mar 10, 2019 1:36:42 GMT 10
I use Adaptive difficulty to make the game hard on normal mode. I freeze the score at 8999 and rank 8. Anything above becomes hard mode. As I checked recently, Hard mode starts with Rank 9 and Score of 10000. I think I am going to try the reverse, start the game on hard mode and set the Rank at 8, Score at 8999. This way I can get Ink ribbons to save and less ammo at disposal and still enjoy normal difficulty. Because I don't always want to do Hardcore runs.
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Post by barchester on May 14, 2019 4:20:49 GMT 10
I've figured a way to brute force half of it... I found the instruction that writes the score, at 14DCCDCFF . This appears to be consistent and stable, but the score itself is a float that changes place every time you start the game. If you:
1. find that address (14DCCDCFF),
2.then right click in the memory view and see what instructions it addresses,
3.and then once you do something in game that changes your score you can find the score (i.e., the address that 14DCCDCFF writes to),
4.change the score value to what you want, 5. and then replace 14DCCDCFF with code that does nothing to keep the score at that value.
This will effectively set your rank at the score you specify and keep it there, but it doesn't seem capable of moving the rank past the constrictions of the game mode (e.g., you can't put a standard game at rank 9 no matter how high you set the score, only a hardcore game) I haven't been able to find the rank instructions and I know next to nothing about Cheat Engine in order to make this an easier/more elegant process. I hope this helps someone come up with a better solution than my brute-forcing it with this five step process every time I play the game.
edit: I should note also that this is incompatible with the RE2 Randomizer, since that doesn't like it when you debug the game
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