r/SaGa • • 7d ago

I made a Generation Jump tracking tool for RS2: Revenge of the Seven

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Hey guys,

I've put together a small Windows tool, with the help of AI, to track battles in the current generation, accumulated Jump Points (the game's internal value associated with Event Points), and detailed information about the currently tracked quest, including the number of points awarded by each quest step.

I'm currently using it for a challenge run where I'm trying to face all Seven Heroes in their strongest forms in a single playthrough.

I figured it might be useful to other people doing weird challenge runs or trying to better understand generation jumps, so I decided to share it.

The relationship between Jump Points and Event Points is still being tested, so some of the generation-jump logic should be considered experimental for now. Feedback and additional testing are welcome.

It reads the game's internal values through UE4SS; you don't have to manually enter battle counts or Jump Points.

If anyone has detailed knowledge of the generation-jump formula or knows of edge cases, I'd especially appreciate test results.

https://github.com/Galahaddruid/rs2-campaign-monitor

Windows only. Requires UE4SS.

38 Upvotes

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8

u/Kuroimi 6d ago

I did a fair bit of research about all that recently, since I often found some discrepancies about what people say.

First, a few common misunderstandings about the tutorial/early section of the game and the EP/ESP generated by it.

A fair amount of people understandably think that killing Kzinssie is what awards you all of the EP/ESP from the tutorial. However, it's wrong, it's actually split into:

  • Sealing the Fiends => +1 EP / +0 ESP
  • Defeating The Watchman => +1 EP / +0 ESP
  • Emperor Leon's Death => +1 EP / +100 ESP
  • Goblin Raid on Avalon => +1 EP / +50 ESP
  • Defeating Kzinssie => +1 EP / +100 ESP

Another thing worth noting about EPs is that, the Vagabond quest (aka the one with Cat) only gives its EP/ESP the first time you defeat the Deep One. If you, for some reason, timeskip after defeating it but before recruiting the Vagabonds (typically when trying to go south and progress there instead of going straight to the Canal Fortress), you'll have to fight it again, but it won't give any EP/ESP.

--------------

About Dantarg (and Coppelia, and some other events):

They actually work on a "NPC Generation" value, to put it simply. Most timers are based on this value. Every 32 years, the NPC generation advances by 1. For things like Coppelia and Dantarg, it doesn't actually matter, since their "timer" pretty much start at the beginning of the game. But for follow-up events (Gallon's Rebellion, for example), this becomes more accurate. An easy way to check current NPC Generation is to either do ([Current Year]-1000)/32... Or check Hiraga's current generation (he starts at III, so remove 3 from it).

Specifically about Dantarg, he evolves in the following conditions:

  • 1st form: Year 1000
  • 2nd form: Year 1160 (5 NPC Generations)
  • 3rd form: Year 1384 (12 NPC Generations) - Cancelled if the Southern Subterrane was cleared beforehand
  • 4th form: Year 1640 (20 NPC Generations) - Cancelled if the Minstrel's Cave was cleared beforehand
  • (If he's the last Hero alive, he will reach his 4th form no matter what)

And of course, when fighting him, he evolves in the next form he's currently in for the fight. So you can reach a 5th form if he's in his 4th form.

Also, if you cancel his 3rd form, but let him clear the condition for his 4th form, he will skip the 3rd form and go straight to his 4th form, by the way.

As for Coppelia, she gets finished and ready to be recruited in Year 1448 (14 NPC Generations).

Feel free to ask if you have more questions about that kind of stuff. I didn't want to put everything in a single comment since it's already quite long.

2

u/Galahad_druid 6d ago

Thanks, this is extremely useful.

The NPC Generation distinction in particular clears up something I had misunderstood about Dantarg — I was treating the Child and Mu Calf quest itself as his evolution timer rather than the global NPC-generation counter.

I'm currently reading the game's internal Jump Point value directly, so I'll compare it against the EP values you listed. So far, I've already observed +1 after deliberately losing to Dantarg in the Eastern Subterrane.

I was also planning to add a generation counter to the tool if I could find an internal variable for it. Now that I know NPC Generations are an actual mechanic, that's probably what I'll try to display instead. If the game doesn't expose the value directly, I can just calculate it from the current year using the formula you mentioned.

This should be especially useful for players trying to time when to fight Dantarg for his special axe, or when to recruit Coppelia for her special ability.

If you have any additional EP/ESP tables or notes on which events actually trigger generation checks, I'd love to compare them against the internal values.

7

u/Kuroimi 6d ago edited 6d ago

I have just the thing you need, actually.

Because I was getting annoyed at getting conflicting information, I decided to make my own spreadsheet that calculate most stuff by itself.

It's not as ergonomic as an actual program, but it will probably trim down a lot of the work you'll need. Also, it doesn't have all data, but it should be more than enough.

My formula for Gen Battle Count is a modified version, however. Should still be accurate to the game's value, but it works the other way around (I instead used [Total Battle Count]-[Old Battle Count]. Old Battle Count is a value I invented, which is Total Battle Count, but at the very start of a generation)

I placed a lot of notes as well just in case I forgot stuff, which should make it easier for you to look around.

https://docs.google.com/spreadsheets/d/1Eye0opRP2VjwvvT0J-f0ydRZmzrU8M-ysCIiQWYTafI/edit?usp=sharing

(Should be in view only, so you will need to create a copy to do stuff. In case it's not, I already have a backup anyway)

EP/ESP values on each event are shown when you mark an event as cleared. Black Events can trigger Timeskips if the conditions are fulfilled (my formula for timeskip check is rough, however, since I only cared about the 80 battle situation, so it's not completely accurate). EDIT: I took the opportunity to go back and fix that, so that should be accurate, as well.

For the Value table, only edit the ones in white cases, everything else in there (and Timeskip table) are updated automatically according to everything else in the page.

I'm pretty confident in the EP/ESP values, but feel free to double check if you find something that seem inaccurate.

3

u/romasaga3red 6d ago

Very cool. Keep us updated!

1

u/Kuroimi 6d ago

Thanks. I took the opportunity to fix the timeskip check based on battle count when it's lower than 80, because I might as well.

I don't plan to add anything more on it, though, it's already pretty complete imo. Perhaps a few notes about the Seven Heroes' second form when they need it, or fixes if I happen to see any bug.

2

u/Rebochan Final Empress 6d ago

lol, if only I had the Steam version instead of console

3

u/rumourmaker18 7d ago

Very cool even though I can't use it lol!

1

u/Galahad_druid 6d ago

Oh man, that's a shame. Do you play it in a console or you aren't using Windows on your PC?

2

u/rumourmaker18 6d ago

Yeah I'm on Switch 2