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 在 Twitter 上
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			 : Gain XP and level up freely until the total cap is reached.
 : Gain XP and level up freely until the total cap is reached. : XP gain and leveling are disabled; skill may be reduced if over the cap.
 : XP gain and leveling are disabled; skill may be reduced if over the cap. : XP gain and leveling are disabled; skill is protected from reduction.
 : XP gain and leveling are disabled; skill is protected from reduction.

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That’s why the default is around 10%, which usually prevents repeated level-ups without creating extreme XP loss. However, since servers may use very different XP multipliers or custom settings, it’s more flexible to let each player adjust this individually rather than forcing one global value from the server.
So for now, it’s by design that this is a client-side mod setting, not a sandbox/server option.
Thank you for using this mod and the question. The “Level Down XP Rate” option is intentionally designed as a per-player setting, not a sandbox/server-wide setting. The reason is that this value controls how much XP should be subtracted when a level-up is reverted by the mod.
If the reduction is set too low, you end up in a loop like:
Level up -> revert -> still at the threshold -> level up again …
If the reduction is set too high, the cost can become unfair. For example:
A level 0 -> 1 increase (only 75 XP)
Might force a level 10 -> 9 decrease (over 10,000 XP)
…which is way out of balance.
(To be continued...)
非常感谢你喜欢我的作品。包括 Medical Meister 在内,我的所有 QoL 类模组都是因为我自己想要这些功能才制作的,所以能得到你的认可我非常高兴。也非常感谢你积极向大家介绍我的作品,这对我来说真的很重要。今后我也会继续开发,让大家能够更好地享受这款游戏。你的支持一直是我最大的动力。
@Nandi
Sorry for the late reply. Has anything improved since then? If it’s still not working, please share the details in the bug report thread - such as error logs or situation - and I’ll look into it.
@Lomion
Oh, so you’re from Britannia as well? Character building within that 700 points (7GM!) skill cap was a lot of fun, and the limit is exactly what created so many memorable stories. That’s the kind of experience I’m hoping to recreate here in Knox Country
Thank you, I’m glad you enjoy it. While the restrictions it introduces can feel inconvenient at first, I believe that’s where much of the fun comes from. It’s still in beta because I plan to keep refining and balancing it, and I’d be happy if it can grow further with feedback from everyone.
@SniffWord
Thanks for the question. If I understand correctly, you’d like to be able to decide which skills count toward the cap on a per-skill basis. You can do this by listing any skills you don’t want included in the cap under the “Excluded Skill Cap” option in the sandbox settings. Give it a try and see if it works for your setup.
Thank you for your suggestion. Off curse I understand the idea, but it’s not something I plan to make the default, I'm so sorry. The core concept of this mod is to move away from “do-everything superman” builds and make skill choices within an overall cap part of the fun. Tying the cap directly to the starting profession would narrow that freedom, even if it makes some thematic sense. If anything, it might be worth considering as an optional setting - for example, a mode where only certain professions can reach the maximum level in specific skills. Your great idea has been added to my TODO list :)
@Air Ray Phalanx
I released the Build 42 version of the Stealth Camo mod recently.
It’s not just updated for the latest build, but has also received significant improvements, so I hope you’ll enjoy trying it out again.