Closed Pterosquirrel closed 2 years ago
The Flesh Lab script has a listener that returns a boolean value to a table whenever the player purchases a Flesh Lab upgrade. Every function that checks this table to see if the relevant upgrade has been purchased fails to work. Something is wrong with the syntax of the table or the way other functions reference it because, if you simply comment out all conditions for "wh2_dlc16_throt_flesh_labupgrade" everything labled as "NOT WORKING" here will be available and working on turn one. I modified the script to use separate listeners and stored variables for each upgrade instead of one table/listener and it works. Maybe someone with more LUA knowledge can pinpoint the problem with original table/listener/reference method for a less kludgy solution.
!_MOD_skv_flesh_lab_fix_v2.zip
To do a full test run, you need to play 8 turns (dumping the vat each turn, 8 times to test the highest level upgrades). Use Console Commands mod with "res skv_growth_vat 500" to give yourself enough juice to fill the vat each turn.
Did some additional testing and fixed a problem with the ward save from Steroid Infusions applying to units incorrectly. The only issue remaining is the one free augment (or 2 Abnormal Growth Cultivation) you get when recruiting through the flesh lab seem to "come and go". They will stop working eventually, but come back if you load a save game. Haven't been able to figure out why that is.
Fixed by CA in 2.2, should be removed
Most of the upgrades in the Flesh Lab currently have no effect when purchased. See list below. Issues with earlier upgrades should be easy to reproduce.
WORKING:
NOT WORKING (no effect from upgrade)
LIKELY NOT WORKING
Last one was hard to test due to RNG elements involved in unit generation, but I was eventually able to get matching batches both with and without the upgrade.