After a skill tree rebuild, old heroes hold unaffordable skills or lost points
A skill gets more expensive, another is removed, a third now needs a new parent. Saves that remember only what was learned end up with broken builds or missing points. Here is a repair that decides what stays, and gives back the rest as free points.
Why this works
Points spent is an answer, not a fact: it follows from what you hold. Keep the choices and the total earned, and the rest is recalculated against the tree as it is now, so a rebuilt tree can never disagree with the save.
When not to use it
Do not refund automatically when a respec costs real effort or money by design, or when a build is hard to redo, such as in a long hardcore game. Offer a free respec by choice instead, so the player decides when to change.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 25 lines of example code with 3 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "After a skill tree rebuild, old heroes hold unaffordable skills or lost points" (read_entry rpg-skill-points-after-tree-change) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP