@Anpu, how accurate are the skill requirements on sotawiki? I'm currently working on adding skill requirements but I'm in the hospital for thyroid cancer lymphoma. I finally got the game downloaded on my notebook (after 20 hours on their slow-ass wifi) and it works but I can't have VSCode and SotA running at the same time. Too much memory usage and it starts swapping, which is simply death (notebook only has 12 Gigabytes of RAM and an integrated GPU).
More than likely they are NOT accurate... but for what specific skill requirements are you asking about? Like Skill B need a requirement of level 20 of Skill A? And holy crap dude! I hope you will be ok!
OK cool. For NOW, don't even trust any info on the wiki for accuracy of skill requirements. What is amusing, is I am going to be doing a full pass on all the combat skills in the entire game and then update all that information on the wiki (text on the tooltip and requirements). I just have to find the right time to do and check and then accurately update that. That's litterly next on my To Do list.
Thanks @Anpu. I guess I can just use a simple text editor to modify the CSV files. [edit] It's a good exercise anyway as I found a missing Shield skill.
Added skill minimum requirements to the offline save-game editor. What this means is that if you set a skill to other than zero, any skills that it depends on will automatically get set to the minimum required value. Also made a few other smaller changes. See the details and download it here.
All of the combat and magic skills in the game on the wiki are now all updated. These should now all be accurate for the skill requirement, most were just WAY off. If you see anything off just holler.
I grabbed all the requirements from in-game and toward the end discovered that Lava Fishing has three requirements (the only skill that does) and then had to rework some stuff because of that one skill.
New farming page! Add timers for your plants. When it's time to water or harvest, you'll get a desktop notification as well as an indication in CotA. Please give it a go and let me know what you think. https://github.com/Barugon/cota/releases [edit] BTW, the app needs to be running in order to get the desktop notification.
For your Chronometer for sieges, you only display towns that are currently under siege. Could you possibly do this: List all 11 Patron Cites and then show if they are currently under siege or not. The reason I ask this, is I need to see which constellation currently does not have a cabalist moon within the constellation and will have no siege. Is that something you could do? I'm trying to tack and watch something now, and this would just be a very good at a glance thing that would help me check. Thank you!
The reason that I did it that way is because you can have multiple cabalists (even all of them) at the same town. I'll try to think of an alternate display format. Perhaps a Towns button that brings up a dialog that can scroll. [edit] Now that I think about this a bit, a dialog showing the activity for each town (devotional) is a good idea.
Thank you @Barugon ! This will really help me with something. There was one thing I discovered, and I was not sure if you (or others were aware of), If you put a crafted moondial in a dungeon or basement, you then can watch all of the orbital bodies and see their rotations in a fast like mode. Like there is this really really cool Grand Conjunction of the Sun, Daedalus and the eight Cabalist Moons. Just pointing that out if you or anyone was interested in viewing each objects rotations. For me, it's been really fascinating to watch.
This happens because moondials require a skybox in the scene in order to function correctly. Basements and dungeons don't have a skybox so they just go into a sort of demo mode.