#Please allow me to disable the "save scum event"

16 messages · Page 1 of 1 (latest)

whole prairie
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This event gets bestowed upon you for Save Scumming.

Note that save scumming isn't just for "cheaters" that want hand outs.
There are many genuine reasons that someone might want to reload a quick save, and it's a bit annoying for the game to offer you a "helping hand" like you did it because you're bad.

broken warren
whole prairie
# broken warren Would it technically be meta to save scum immediately? 😭

Well.. doing it for the event feels like cheating, and doing it for "genuine reasons" feels like cheating too because of the gimme-event... which is not fun

  • eg:

You encountered a bug and want to roll back to work around the bug

  • eg Commander not behaving as expected (Coordinated Attack is bugged under certain conditions such as pack-unpack-attack, at least last time I checked it was)

You forget to slot a resource before clicking "end turn" and want to roll back 1 turn just to make a very small adjustment to your turn with no change in decisions on the rest of your turn (you aren't using it to change any of your other decisions)

broken warren
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I agree

#

Or make it more than once loading the same autosave?

whole prairie
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I just don't really see why they would make a narrative event associated with save scumming it just seems kinda gamey..

agile iris
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Not sure what save scumming is but narrative events get triggered almost every time (maybe every time) the game crashes. I always thought this was a bug that they need to fix

whole prairie
dreamy yoke
dull linden
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How sure are we that reloading a save is the "true" condition on this narrative event?
And not just the effective trigger due to a coding bug?

i.e. it could hypothetically be possible that this narrative event is designed/intended to have a "normal" in-game (and probably easily-accomplished) condition, but that a bug in the "normal" turn-flow logic results in the narrative event not registering ... and then some difference about the loading-game code-pathway detects that the narrative condition is met but the narrative hasn't been presented to the player yet, and so pops the narrative event.

vague turtle
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This is also what I think is happening. Or there’s some seed generated on starting a session that determines which events will/wont fire, meaning you get likely get one when it reloads yeah

whole prairie
dull linden
dreamy yoke
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Event definitely doesnt require save scumming, Ive seen it before

whole prairie
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Funny it didn't happen to me in my last game, but I had another event already on that turn. So maybe it only procs if there aren't any other events already.