Re: Remove Curses and Horror Marks?
I think that the highest gem cost allowed is 327 (signed 16 bit divided by 100). You can disable the spells entirely by making them level -1.
The abilities of the unit are overwritten when you do a copystats.
As for the saved games - there are scripts that will automatically back up the save game as you play, and if you make a mistake with alchemy (or any other sort of mistake, actually), you can just start your turn over from the begining by "quitting without saving" and then reopening the game.
The reason the game does not have a conventional save-game feature is because it actually keeps track of the turns as individual files - if you look in the savegame directory you will see what I mean. This makes it easy to handle many different setups in multiplayer.
As for horrormarking and cursing being permanent - cursing doesn't actually *hurt* you, if you are reasonably capable of removing afflictions, you can just ignore it. If not, the game has a great many more incurable injuries and curses are the least of your concerns.
Horrormarking is basically a slow-and-inescapable-death. You can delay being killed by horrors but every time you fight one your horrormarks will get more severe, so more and more horrors will attack you, etc. etc. Personally I think this is cool. From a backstory standpoint, horrormarking means that the horrors are aware of you, and how you would "heal" this....
Neither of these features of the game is crucial, in any case; if you avoid using horrormarking or cursed items yourself, you can mostly ignore them.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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