1. Open Cheat Engine and select Black Flag (AC4BSP.exe) in the process selection 3. Input the amount of your Reales in VALUE and make sure that the SCAN TYPE is set to EXACT VALUE and the VALUE TYPE is 4 BYTES.
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  3. Jul 19, 2020 Our Assassin's Creed Odyssey +24 trainer is now available for version 1.5.4 and supports STEAM, UPLAY. These Assassin's Creed Odyssey cheats are designed to enhance your experience with the game.

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Assassin's Creed 4: Black Flag Trainer for PC game version v1.07.2
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Money is important in Assassin's Creed 4: Black Flag. You're a pirate. This cheat will, unless they 'fix' it, allow you to collect infinite money in-game. This isn't the kind of cheat where you press a button and gain infinite money immediately. You have to do a little work. Jan 21, 2017 Assassin creed rogue PC money hack! (Cheat engine) 2017! Watch the video and follow the steps and you are done! Enjoy the hack! Needs, Cheat engine. Download Assassins Creed IV Black Flag Full Cheat code Trainer with Unlimited Mods Unlocked fully tested and working. If you just bought Assassins Creed IV Black Flag game from steam / origin and you are having hard time completing Assassins Creed IV Black Flag missions then you are not alone.

Update18.1
- updated many scripts, all the scripts can be activated in-game now, (though, again, not thoroughly tested..). report if there's a crash on your game~
- moved slow motion on bow aim out from the the enable script, as I removed the lua script that enable the CE's speedhack from the script. read the script's description.

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Assassin's Creed 4 Cheat Engine Table

undead
- health still drop when being hit but you won't die.
- health will stop decreasing when it reaches the 'min health block' threshold specified.
- most, if not all, script-kill should be covered. still need testing though..
- beware of the continuous-damage though (e.g., poison, on-fire, etc.), they may kill you if you set the min health block too low (depends on your level). don't set it smaller than 0.5 block of health and you should be fine.
ignore adrenaline
- allows you to use Overpower Attack any time, regardless of how much adrenaline (both blue and yellow bar) you have.
instant charged heavy attack
- works on all melee weapons, including 'unarmed'.
instant bow charge
- works on both Hunter Bow and Warrior Bow.
- may works on Enemies when they use these 2 types of bows as well, not tested.
rate of fire mod
- works on Light Bow.
- when activated, it forces the game to use the specified custom rate of fire. the smaller the value the faster.
- setting custom rate of fire to zero would use the standard rate of fire the game use (slower).
- by default, the custom rate of fire is 0.001 (level 4 Rate of Fire of a Light Bow is 0.55).
- if you want set the custom rate of fire real fast (like the script default 0.001), you should activate light bow arrow 'clip' mod together so that you can shoot longer.
light bow arrow 'clip' mod
- allows you to force set the arrows you draw when using Light Bow.
- best use together with inf. ammo script if the # of arrows to fetch per each draw you set is bigger than your quaver.
ignore curse health-penalty
- when activated, cursed weapon's health-penalty would be removed.
ignore $
- you can buy/upgrade anything with zero $.
- $ still drop until it reaches zero when you use it.
- DOESN'T affect 'Refill', you can't Refill ammo without enough $. (probably just need to flip another flag, as the concept is just the same, feel free to trace the flag-flipping code yourself..)
ignore ability points
- allows you to learn any ability with 0 ability points.
- ability points still decrease upon learning abilities until it reaches zero.
ignore resources
- allows you to craft anything in the Gear Menu without any resources.
- resources used still decrease upon crafting until they reach zero.
easy chariot race
- player has infinite usage of boost.
- non-player can't use boost at all, meaning they will be much slower with this script activated.
sync equipments level / reset outfit quantities ***REMOVED on patch 1.20***
- when activated, hold Shift and CapsLock keys together and enter the Gear menu, and all the equipments' level would be sync with your current level, as long as they have a equipment level higher than 1, and the equipment level is not higher than your current level. could be useful if you have a lot of equipments on you, and you don't want to spend minutes to upgrade all of them every time.
- note that if the equipment synced is equipped already, it'll be de-equip and you'll have to equip it again.
- if somehow you have have 2 or more of the same outfit, you can use this script to reset them to 1, just hold Ctrl and CapsLock keys together and enter the Gear menu.
inf. ammo
- activate item quantity mod first.
- all ammo still decrease when being used until they reach 1.
- for Warrior Bows, you can still shoot multiple arrows when you have 1 arrow left.
- for Light Bows, you can still fetch multiple arrows to shoot without re-fetching arrow for each shot when you have 1 arrow left.
inf. all items
- activate item quantity mod first.
- all items, including ammos, weapons, resources, still decrease when being used/sell/dismantle/craft until they reach 1.
- as the quantity stop decreasing at 1, it's not meant to be an 'infinite crafting' script. check ignore resources if you want that.
- also, not tested on the QUEST ITEMS, it may or may not break the game plot on handling QUEST ITEMS, so I don't recommend using this for gaming session, but for experiment only.
time of day mod
- hold CapsLock and PageUp to rewind time.
- hold CapsLock and PageDown to advance time.
- time of day would advance normally without pressing any of the above keys.
- the value of current time of day can be changed manually, just a normal 24 hours value.
walk key
- activate movement mod first.
- when activated, hold CapsLock and move to walk.
- by script default, the walking speed is 0.525 (while the game's default walking speed when using keyboard is 0.4), can be changed via the entry 'walk speed'.
senu teleport
- activate movement mod first.
- when activated, call Senu, then hold CapsLock and create a CUSTOM waypoint (won't work if selecting an existing map icon or people) to teleport Bayek there immediately.
- Map menu check is implemented, you won't be teleported accidentally by creating waypoint in the Map menu.
- it's possible Bayek would fall through walls if you choose to teleport to the other side of a wall (just don't teleport to a wall and you should be fine).
- if you teleport when the aim DOT is ON Senu, you may be teleported to where Senu are and you'd drop from mid-air and result in desynchronise.
no-clip
- activate movement mod first.
- when movement mod is activated, press numpad0 and numpad- to toggle no-clip.
- when activated, use keyboard+mouse to fly around. using the walk key allows you to move slower.
- may work with controller as well, report~
- you may get hurt or even desynchronized if you deactivate no-clip in mid-air if you've fly for a long time already.
- only deactivate the script when you're 'landed' and you should be fine.
- in short, use with caution.
weapon editor
- for testing purpose only, BACKUP SAVES FIRST. and CRASH is expected if you edit a value that you're not supposed to touch.
- as it's for testing purpose for now, it's separated from the main 'enable' script.
- when activated, equip the weapon (or re-equip if you're equipping that weapon already) you want to edit to populate the pointers.
- you can't add new properties to the weapon, you can change the property itself or edit the modifiers of the existing properties.
- the modifiers are property-dependent. e.g., if you changed the modifiers of the CURSE property to zero, all weapons that have the CURSE property would be benefit from the change.
- if the pointer is GREY in colour, DO NOT edit them. they are for reference only.
- if the '# of properties' of a weapon is 4, only edit the first 4 properties presented; '[property 5]' is actually the first property of another gear.
- so far I've seen a maximum of 5 properties on a weapon, so I've only set up 6 '[property x]', if a weapon has more than 6 properties, examine the '[property x]' pointers and add more yourself.
- the above 2 points also applicable for '[modifier x]' pointers.
- for some modifiers have different values depends on the weapon's level (even though they are all the same most of the time). the 'modifier' pointer would most likely be invalid. if it's the case, use the '[modifier x]' pointers instead.
- if the modifier doesn't change depends on the weapon's level, '[modifier 2]' pointers would most likely be invalid, just use the 'modifier' pointer instead.
- [base property] probably holds the base damage info of the weapon.
- the sub-properties start at [property 2].
- to change a property it self:
-- in every '[property x]', the first pointer would be 'base', let say the weapon you're editing have only one sub-property 'Level 1 Critical Hit Rate', navigate to '[property 2]', the value should looks something like this: '0x000000000DF9F0F8'.
-- to change it to 'Level 2 Critical Hit Rate', add 0x18 to the value, it'd become something like this '0x000000000DF9F110'. then exit the Gear menu and re-enter, the weapon order should be changed as its quality is upped, and you should see the weapon's sub-property should be changed to 'Level 2 Critical Hit Rate' then.
- to change the modifieres of a property, e.g. if the weapon has only one sub-property and it's 'Level 2 Critical Hit Rate':
-- its modifiers can be found in [property 2].
-- [modifier 1] would holds the actual critical hit rate. if the weapon is Lv28, change the value of 'level 28'.
-- [modifier 2] have a (float)1.7 as long as the property is 'Critical Hit Rate', don't know what it affects. feel free to test it yourself~
-- the changes would apply to all weapon that uses 'Level 2 Critical Hit Rate'.
-- the changes doesn't visually change the 'Level 2 Critical Hit Rate' icon, it would still have 2 bars on-screen. look above if you want to change the property itself.
- it was fun to locate the structure, but I'm getting bored to refine the pointers. probably won't update them myself. still feel free to share your findings and I'll try to update the table later. or if you're familiar with lua script, feel free to build an editor with UI and I'll link to your post. here's the start of the properties retrieval loop (game v1.03): 'ACOrigins.exe'+1B363F0

Author: Cielos


The source of information - Assassin's Creed: Origins
DOWNLOAD (20.52 Kb)2018-Feb-06
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  • Assassin's Creed: Origins: Save Game (The game + 2 DLC done 100%, All equipment unlocked) [2019-May-29]
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(Redirected from Anvil (game engine))
AnvilNext Engine
Developer(s)Ubisoft Montreal
PlatformMicrosoft Windows, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Wii U, Nintendo Switch, Xbox 360, Xbox One, Xbox Series
TypeGame engine
LicenseProprietary
Websitemontreal.ubisoft.com

AnvilNext (until 2009 known as Scimitar) is a game engine created in 2007 by Ubisoft Montreal video game developers for use on Microsoft Windows, Nintendo Switch, PlayStation 3, PlayStation 4, PlayStation 5, PlayStation Vita, Wii U, Xbox 360, Xbox One, Xbox Series X and Stadia.

Technology[edit]

Claude Langlais, the technical director of Ubisoft Montreal, says that modeling is done in 3ds Max for environments and ZBrush for characters.[1] The engine uses Autodesk's HumanIK middleware to correctly position the character's hands and feet in climbing and pushing animations at run-time. Anvil has been improved for Assassin's Creed II. Features added include a full night and day cycle, enhanced draw distance, the same vegetation technology used in Far Cry 2, improved lighting, reflection and special effects, new cloth system, and a new AI and NPC navigation system.[2]Assassin's Creed: Lineage short films made by Hybride Technologies (a post-productionVFX studio acquired by Ubisoft) and Ubisoft Digital Arts used assets from Anvil to recreate the environment in which the live actors are filmed.

In 2012 an updated version was released called AnvilNext, which was developed for Assassin's Creed III and beyond, featuring a number of enhancements. Firstly, AnvilNext adds support for a new weather system, which allows for specific weather settings as well as an automatically cycling mode as seen in Assassin's Creed IV. Secondly, the renderer was rewritten for higher efficiency and support for additional post-processing techniques, enabling up to 3,000 non-playable characters to be rendered in real time (compared to the few 100s in the previous Anvil engine). Finally, AnvilNext adds technology from Far Cry 4 to support a more dynamic sandbox environment and new water technology, where the game world could change over time depending on player actions and progression. This means enemy settlements on both land and sea may appear/disappear relating to the events in the game, and water effects could be adjusted accordingly. More importantly, AnvilNext starting with Assassin's Creed Unity is capable of generating structures in a flexible and automatic manner while following specific design rules and templates, which reduces the amount of time and manual effort required for artists and designers to create an intricate urban environment. Specific landmarks, such as the Notre Dame de Paris, are still designed by hand but now could be rendered at an almost 1:1 ratio to its real-life counterpart. AnvilNext also features improved AI for non-playable characters.

Features[edit]

The engine received a variety of significant upgrades, including pre-baked Global Illumination, reflection mapping, volumetric fog, dynamic weather, and dynamic foliage to name but a few examples. For Unity there has been a similar upgrade, advanced control mechanics with Physically Based Rendering (PBR) being the stand-out addition, enabling materials, objects and surfaces to look and react more realistically to lighting, shading and shadowing. Furthermore, the Global Illumination system is now more realistic with the addition of volumetric technology, physics-led objects react more realistically, and cloth behaves in a realistic manner on the protagonist, in the environment, and on other characters. The world now supports larger landmasses, more objects, bigger buildings, building interiors that can be accessed without loading screens, and many other additions that enhance visual fidelity, immersion, and the gameplay.

Games using Anvil[edit]

Scimitar[edit]

  • Assassin's Creed (2007)
  • Prince of Persia (2008)
  • Shaun White Snowboarding (2008)
Assassins Creed 4 Cheat Engine

Assassin's Creed Black Flag Cheat Engine Download

Anvil[edit]

  • Assassin's Creed II (2009)
  • Prince of Persia: The Forgotten Sands (2010)[3]
  • Assassin's Creed: Brotherhood (2010)
  • Assassin's Creed: Revelations (2011)

AnvilNext[edit]

  • Assassin's Creed III (2012)
  • Assassin's Creed III: Liberation (2012)
  • Assassin's Creed IV: Black Flag (2013)
  • Assassin's Creed IV: Freedom Cry (2013)
  • Assassin's Creed Rogue (2014)

AnvilNext 2.0[edit]

  • Assassin's Creed Unity (2014)
  • Assassin's Creed Syndicate (2015)
  • Tom Clancy's Rainbow Six Siege (2015)
  • Steep (2016)
  • For Honor (2017)
  • Tom Clancy's Ghost Recon Wildlands (2017)
  • Assassin's Creed Origins (2017)
  • Assassin's Creed Odyssey (2018)
  • Tom Clancy's Ghost Recon Breakpoint (2019)
  • Hyper Scape (2020)
  • Assassin's Creed Valhalla (2020)
  • Immortals Fenyx Rising (2020)
  • Prince of Persia: The Sands of Time Remake (2021)

References[edit]

  1. ^'Exclusive: Assassin's Creed Q&A - The Scimitar Engine'
  2. ^'Assassin's Creed 2: Engine detailed'
  3. ^Crecente, Brian. 'The Latest Prince of Persia Plays With Solid Water and Flexible Time'. Kotaku.
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