Open AndrewSav opened 6 months ago
I was able to get all of these in the shop on a new character (but old profile, hence the hearts) by changing my system clock and reloading the ward either by going to the first location in the campaign or quitting to main menu and returning to the ward. Based on that I feel pretty confident that the items are added to her shop based on time passed since the last time you interacted with her. Also, I know from datamining and testing Duane's part of the meat shake quest that ward npc interactions can be based on time spent irl (details in the acquisition section of this page https://remnant.wiki/Meat_Shake).
did some datamining in Remnant2/Content/Characters/NPC/Common/Character_NPC_Cass.uasset and the spawntables it references, can confirm that this value exists "MinutesBeforeInventoryRefresh": 30, and I'm attaching the spawntables to this message, SpawnTable_Scavenger_PlayerBase is the main one, which handles the crafting materials and calls the second one, SpawnTable_Scavenger_PlayerBase_RareItems, which handles the trinkets, they have some wacky chance numbers so I'm just including the files for you to browse, all chance values are %, and the increases are direct increases in percentage points. default seems to be a 5% chance, increasing by 5% per failed attempt, seemingly rolled independently, exceptions are amber moonstone, which starts at 7% but still scales normally at 5%, and Butcher's Fetish, which has some weird stuff going on that I don't really understand. SpawnTable_Scavenger_PlayerBase.json SpawnTable_Scavenger_PlayerBase_RareItems.json
Btw, @ThreePixiesInATrenchcoat, I added dumping of the Cass shop into a log file, it's done the same way as explained here although that post does not mention Cass shop but you should be able to find the Cass shop section there nonetheless. You can play with that and see what it displays for your save and report any observed patterns. I did not have a chance to read what you wrote above properly yet but will do it soon, thank you!
@ThreePixiesInATrenchcoat thank you for this. I do have the assets unpacked locally, so in future you can just refer to them by path, I will be able to look them up. I think you made a convincing argument here, thank you for the insight. One thing I'm mindful of is that the algorithms are in code which is neither in assets nor in saves, and in theory they can do whatever there like, e.g. ignore some assets completely, however it would not be logical for them to do so. So what we see there often can give good clues, but never presents complete information.
Have you ever seen that once an item appeared at Cass Shop that it disappears lately? I'm observing progressively more and more items, although over quite long time intervals. (e.g. weeks)
I tested my analysis in game, setting system clock forward 30 minutes, leaving the ward (main menu or traveling somewhere, doesn't matter), and returning to talk to Cass gives new items reliably, with some failed rolls when approaching the complete inventory, I was unable to observe any items disappearing from her shop. https://remnant.wiki/Cass has been updated with details, iron and lumenite mechanics coming soon, I don't have time to do it tonight so we'll see in the next few days.
@ThreePixiesInATrenchcoat are you an (or one of) owner/creator/manager of remnant.wiki, or a contributor?
@AndrewSav I'm one of four admins and a frequent contributor, the creator is Maruhop.
@ThreePixiesInATrenchcoat Do you think it could be ok if I scrape the wiki (gently) for images and item prices? (Not right now but when and if I get around to do it).
sure! item prices might be out of date some places, reviewing those is on my to-do list
It turns out that the Cass shop works like this (based on guess work):
Based on this, in the program we can display exactly what Cass has to the player as opposed to what she might have. This can be added as an option. Another option could be to show everything she has even if the character already has some of that for sharing in multiplayer.