Plague Inc: Evolved

Plague Inc: Evolved

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Hit the lab and explore custom disease types and worlds created by the Plague Inc: Evolved community. Design your own scenarios in-game with the Plague Inc: Evolved Scenario Creator.
Trait cost decrease
I am new to the scenario editor and wanted to ask, if it is possible to create a trait wich decreases DNA-Points needed to evolve traits?
I thought this would be a good alternative to just make a trait wich increases the ammount of DNA received.
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Showing 1-9 of 9 comments
Coolsy101 3 25 Sep, 2016 @ 1:55am 
If you mean by giving the player DNA points after evolving a trait, unfortunately no. The Scenario Creator won't accept the minus symbol in the Trait Cost
I meant, that when the trait is evolved, all other traits only cost half the original prize.
(Trait 1 cost 50 DNA, Trait 1 with Trait cost decrease active cost 25 DNA)
Coolsy101 3 25 Sep, 2016 @ 5:25am 
Originally posted by DrTarncapeU:
I meant, that when the trait is evolved, all other traits only cost half the original prize.
(Trait 1 cost 50 DNA, Trait 1 with Trait cost decrease active cost 25 DNA)

No. It's not possible to do that without creating duplicate traits and making them locked unless a trait is evolved
MezzoMe 1 25 Sep, 2016 @ 7:09am 
You can make the trait activate an event that in turn activates the genetic drift multiplier and alters it, but, iirc, the genetic drift can only increase the cost of traits(scaling and it does as well scale with infected population by itself), I don't think that by making the multiplier negative you can reduce the cost of traits, but I haven't tested it
Yotta_Byte (Richi) 25 Sep, 2016 @ 10:46am 
Originally posted by MezzoMe:
You can make the trait activate an event that in turn activates the genetic drift multiplier and alters it, but, iirc, the genetic drift can only increase the cost of traits(scaling and it does as well scale with infected population by itself), I don't think that by making the multiplier negative you can reduce the cost of traits, but I haven't tested it
Before I asked this, I already tested this.
When activating genetic drift and setting a negative multiplier you get DNA point instead of spending them, making every trait "free to buy".
Coolsy101 3 25 Sep, 2016 @ 3:19pm 
Originally posted by DrTarncapeU:
Originally posted by MezzoMe:
You can make the trait activate an event that in turn activates the genetic drift multiplier and alters it, but, iirc, the genetic drift can only increase the cost of traits(scaling and it does as well scale with infected population by itself), I don't think that by making the multiplier negative you can reduce the cost of traits, but I haven't tested it
Before I asked this, I already tested this.
When activating genetic drift and setting a negative multiplier you get DNA point instead of spending them, making every trait "free to buy".

Well it depends on how low the value was. Did you try making the value -0.5?
Originally posted by Coolsy101:
Originally posted by DrTarncapeU:
Before I asked this, I already tested this.
When activating genetic drift and setting a negative multiplier you get DNA point instead of spending them, making every trait "free to buy".

Well it depends on how low the value was. Did you try making the value -0.5?
The lowest possible values are 1 and -1.
I tried both 0.5 and -0.5 -> didn't work!
Thanks for your help anyway.
NdemicTech  [developer] 30 Sep, 2016 @ 2:28am 
Try making the value .5 rather than 0.5 and let us know if this helps :)
Originally posted by NdemicTech:
Try making the value .5 rather than 0.5 and let us know if this helps :)
It worked!
Thanks for your help Ndemic.
But why is there a difference between 0.5 and .5?
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