What do the "enemy" functions in the trainer do? Is it referring to customers or to staff?
It's for that dumb kid that spray paints your walls.
There's no other enemies in the game, without the drawn out challenges the game is really short.
What do the "enemy" functions in the trainer do? Is it referring to customers or to staff?
It's for that dumb kid that spray paints your walls.
There's no other enemies in the game, without the drawn out challenges the game is really short.
it refers to all of the npc's in the game.
Can you maybe change the unlimited money to set money to "X" that we choose?
Thanks
i will consider it for the next update.
'complete current task' option works on some tasks and it's one time thing,meaning you have to reactivate it again for another use,after activation it sets the current task to -1 of the maximum,for example if you have 12 tasks it sets it to 11 and you're gonna need to do the last one manually.
OK, I'll give it another shot using this logic and see how it goes. Thanks!
Even after applying this logic, I still see absolutely no results from using this feature. Is anyone else seeing this feature provide any benefit? It's not nudging any progress along in any task. (Not even going from 2 of 10 completed to 3 of 10, for example. Thanks, in advance, for any helpful replies.
'complete current task' option works on some tasks and it's one time thing,meaning you have to reactivate it again for another use,after activation it sets the current task to -1 of the maximum,for example if you have 12 tasks it sets it to 11 and you're gonna need to do the last one manually.
OK, I'll give it another shot using this logic and see how it goes. Thanks!
Even after applying this logic, I still see absolutely no results from using this feature. Is anyone else seeing this feature provide any benefit? It's not nudging any progress along in any task. (Not even going from 2 of 10 completed to 3 of 10, for example. Thanks, in advance, for any helpful replies.
I assume that -DEViL- is starting with a new game, and the tasks/challenges are still "Do something X amount of times". It would take awhile to play to the point where the tasks are "Rank up the gas station" with a separate list of challenges. I also assume that's why we don't see anything impacting employees or lockpicking.
'complete current task' option works on some tasks and it's one time thing,meaning you have to reactivate it again for another use,after activation it sets the current task to -1 of the maximum,for example if you have 12 tasks it sets it to 11 and you're gonna need to do the last one manually.
OK, I'll give it another shot using this logic and see how it goes. Thanks!
Even after applying this logic, I still see absolutely no results from using this feature. Is anyone else seeing this feature provide any benefit? It's not nudging any progress along in any task. (Not even going from 2 of 10 completed to 3 of 10, for example. Thanks, in advance, for any helpful replies.
I assume that -DEViL- is starting with a new game, and the tasks/challenges are still "Do something X amount of times". It would take awhile to play to the point where the tasks are "Rank up the gas station" with a separate list of challenges. I also assume that's why we don't see anything impacting employees or lockpicking.
Ah, that makes sense. If you're right, then this feature is not working on our "Rank up the gas station" objectives. Hopefully that can be enhanced? :-)