
Uncap gold
Keeps gold and prices working in long runs, past the point where the game can no longer count themUncap gold
In a long run gold breaks: prices can't get higher than about 2 billion, what you carry can't get higher than about 4 billion, and past that the game makes garbage of the numbers. Chests suddenly cost nothing (or can't be bought at all) and your gold starts over at 0. With this mod gold and prices keep working, however long the run goes on.
Made mostly with AI. Tested over long runs and in multiplayer.
Found a bug? Report it on the gitlab: https://gitlab.com/360gaggi/ror2mods
what it does
- prices, the gold you carry and the gold for kills keep growing past what the game can count
- you can afford exactly what you could if the game had no limit, nothing gets cheaper or more expensive
- up to the point where a small chest costs a million (around stage 35 to 40) gold works exactly like vanilla, only the numbers are shortened
- gold and prices from 1000 on are shortened: 1.25K, 12.5M, 3.20B and so on
- gold that doesn't fit anymore is put aside and comes back as you spend, in vanilla it starts over at 0. From the next stage on the unit fits your gold again (in multiplayer only the host sees the gold that is put aside, the others see theirs stop at the limit until then)
how it works
The game can't hold bigger numbers, so once they get large the mod counts gold in a bigger unit: a chest that would cost 3,000,000,000 costs 3,000 on the inside and you carry a million times less as well. Prices and everything that gives gold are divided by the same number and what you see is multiplied back up, so on the screen it is the big numbers. The unit only changes from one stage to the next.
settings
In the config file or ingame if you have Risk of Options. All of them apply right away, also in the middle of a run, only "Uncap gold" waits for the next stage.
- Uncap gold: turn it off to get vanilla back without removing the mod, takes effect with the next stage. Only the host's setting counts
- Number style: how gold and prices of 1000 or more are shown. Short (12.5K), Scientific (1.25e4) or Full (12,500). Full switches to scientific past 15 digits, a number that long isn't exact anymore
- Digits (3 to 10, default 3): how many digits a shortened number shows. With 3: 1.00K, 12.5K, 125K, 1.25M
There is also a debug key for trying things out, off by default (section "Debug"). Once turned on, F5 gives you gold for 10 small chests. Host only, the key and the number can be changed.
multiplayer
- everyone needs the mod, in the same version
- only the host's "Uncap gold" counts, how the numbers are shown is up to every player
optional mods
- ProperSave: a saved run goes on with its gold worth what it was
- Risk of Options: settings menu
- Uncap player level: levels don't stop at 94 anymore, so Longstanding Solitude and Prayer Beads keep working
- Uncap monster level: monsters don't stop at 99 anymore either
- LoopStabilizer: keeps the run playable once the item count turns it into a slideshow
good to know
- if the difficulty makes a big jump in the middle of a stage (only cheats and debug keys do that), prices and kill gold stop fitting until the next stage
- ProperSave only saves the gold that fits, not the gold that was put aside
- other mods that show your gold show the small number the game works with on the inside
- other mods that give gold are not known to this mod. If one hands out gold it worked out from the difficulty on its own, that gold is worth too much late in a run
- "Gold Collected" in the stats at the end of a run counts in the bigger unit too, once there is one. The real number would be too big for the stat, and it also goes into the lifetime stats of your profile