during the last week I completed the away team configurator and crew import & chibis.
While working on that I stumbled again over my not ideal fragmented character attribute system. Introducing RPG related stats like STR, DEX etc. for the crew made that attribute system even more complicated.
After a patron, who shall remain unnamed, submitted yet another stat related BUG I finally decided to refactor/rewrite my, on design level awful stat system for the (crew) actors. I replaced the code on lowest level, unifying all stats, writing new wrapper routines to increment, temporarily cap and release stats, track max stats etc. in a single actor class data structure. Last not least I had to write a migrator that transfers all legacy save game data to the new structure maintaining the actor progress.
Hooray, it worked! Thanks to Grok, who is very good at proposing software designs and code review (the coding I did mostly myself) it went faster than expected. Attached the proof after I imported a late stage game (thanks DDDougan for the save), checked Nimhe and confirmed all stats had been properly migrated (see screenshot).
Now I can return to the ground combat, using the new stat system to track crew actor STR, DEX etc.
On a side note I implemented a bunch of smaller improvements too (use Hyperwrench on Personal Bot to cycle through shell options, read Nimhe's Flyboy magazine incl. gallery unlock if you find it in her room later and more...).
Once the away mission crew combat works I'll release a DEV version in the beta channel end of this week. After that I'll move on to NSFW and quests.
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