Baldr Sky Walkthrough
Thursday January 01, 1970Game OverviewDeveloper: GIGAPublisher: Sekai ProjectRelease Date: 20 Dec, 2019Genre: Action, Adventure, RPG, Anime, Sci-fi, Nudity, Visual Novel, SimulationAll characters depicted are 18 years or older.This is a combined release of the Japanese games ‘Baldr Sky Dive1 “Lost Memory”’ and ‘Baldr Sky Dive2 “Recordare”’Dive into a thrilling futuristic world where people implant brain chips into themselves to escape off to virtual worlds crafted by AI technology. Though, they may find that sending their mind into cyberspace can have terrible repercussionsFreelance mercenary and simulacrum pilot Kou Kadokura’s life mission is to catch those responsible for Gray Christmas, the tragedy that destroyed his once peaceful life So why can’t he remember anything?
While Kou is asleep in his bed, the scream of a girl wakes him up. He rises to see in front of him a battle full of gunshots and flashing bombs exploding. He realizes that he is wearing an iron armor. 'What's this?' He doesn't know what's going on. He leaves the virtual world with Rain, who says she is his junior partner. They arrive in a ruined city, and Kou learns that he is a special.
He awakens in the middle of a bloody virtual battlefield, riding inside a mechanical body with a whole host of questions on his mind. Who is this woman calling him Lieutenant? Who can he truly trust when he has so many gaps in his memory? As war looms in dystopian Suzushiro City, all eyes are on Kou, the man with the answers to the world’s questions locked up inside of him.
He must thread the needle amidst the delicate political balance in order to survive, regain his lost memories, and avenge the lives of the loved ones he lost. The only question is, can he prevail when every major faction in the world is hellbent on stopping him? Unravel all the mysteries in this fast-paced mech action game that takes place in a lovingly-crafted, unique cyberpunk setting!Key Fetures. Thursday January 01, 1970Combines visual novel storytelling and 3D action game combat to weave a gripping tale.Branching tech tree with weapons for your mech that gain experience and evolve the more you use them in combat.Customize your loadouts with your choice from over 100 unique weapons to change gameplay. Want to be melee only? Prefer to fight from a distance?
Noob ass basic table for Baldr Sky Steam version. Has Money, HP, Force Crash pointers and a script for Heat Generation.Note the No Heat Generation option is extremely not recommended as several damage systems in the game are tied to the amount of Heat you have. Its designed so that the higher the Heat, the more damage you output. Having no Heat also breaks Air Combos completely for some reason. I didn't NOP the instruction, just removed the amount of Heat, but the game apparently expects something here. Use if you want but it really isn't recommended as your damage generally is shit poor with it on.
If anyone far more pro than me can work around this, please do.Update 1: Added Exp Pointers. READ the warning, this game has absolutely NO safety checks on this for some stupid reason!Update 2: Added Ability usage counts, for unlocking further ability DevelopmentUpdate 3: Fixed HP, Force Crash and Heat pointers, now using correct base address. You should be able to safely freeze these values now if you want to.
Removed Ability usage count, it doesn't update the Development section even though the count increments in the database, making it effectively useless. Added Booster pointer.AttachmentsUpdate 3 (8.41 KiB) Downloaded 850 times. Wed Jan 29, 2020 11:59 pmThanks for doing this.Was wondering if it could be updated to maximize the heat reduction for abilities after using them a lot. Or was it related to your Update 3?Again, thanks a lot!I actually tried to do that via the Usage count in the weapon database but despite the number incrementing, it didn't actually 'Master' the weapon. So unfortunately I have no idea how to actually get the game to legitimately recognize an ability as having actually been used X number of times. It was one of the first things I tried to do to bypass the usage counts for the Development tree.
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I wound up just manually grinding the usage out.