Difference between revisions of "Skills"
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− | <translate>Characters can have variable proficiency in the following skills: | + | <translate><!--T:1--> |
+ | Characters can have variable proficiency in the following skills: | ||
*Construction | *Construction | ||
*Growing | *Growing | ||
Line 13: | Line 14: | ||
*Crafting | *Crafting | ||
+ | <!--T:2--> | ||
The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills: | The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills: | ||
*Working skills get a 10% increased speed | *Working skills get a 10% increased speed | ||
Line 19: | Line 21: | ||
*Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negotiation. | *Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negotiation. | ||
+ | <!--T:3--> | ||
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0. | A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0. | ||
+ | <!--T:4--> | ||
'''Code Specifics:''' ''(Version#0.0.254b)''</translate> | '''Code Specifics:''' ''(Version#0.0.254b)''</translate> | ||
ConstructionSpeedBase = 0.5 | ConstructionSpeedBase = 0.5 |
Revision as of 11:55, 27 December 2013
<translate> Characters can have variable proficiency in the following skills:
- Construction
- Growing
- Research
- Mining
- Shooting
- Melee
- Social
Un-implemented skills as of Version#0.0.254b
- Cooking
- Medicine
- Artistic
- Crafting
The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills:
- Working skills get a 10% increased speed
- Shooting gives a 0.20% reduced chance to miss per meter
- Hand to Hand gives a ~2.1% improved chances to hit
- Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negotiation.
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0.
Code Specifics: (Version#0.0.254b)</translate>
ConstructionSpeedBase = 0.5 ConstructionSpeedPctPerLevel = 0.15 GrowingSpeedBase = 0.2 GrowingSpeedPctBonusPerLevel = 0.12 LearnRateGlobalMultiplier = 1.1 MiningSpeedBase = 0.5 MiningSpeedPctPerLevel = 0.15 RecruitChancePerLevel = 0.05 ResearchSpeedBase = 0.1 ResearchSpeedPctPerLevel = 0.15 SocialEffectBonusPctPerLevel = 0.1 TradeablePriceImprovementPerLevel = 0.005 XpPerBurstFiredInAnger = 200 XpPerBurstFiredNeutralPawn = 50 XpPerBurstFiredPractice = 10 XpPerHarvestGrowing = 50 XpPerIncidentalSocialInteraction = 4 XpPerMeleeHit = 100 XpPerPickHitMining = 13 XpPerPlanting = 25 XpPerPrisonerChat = 50 XpPerResearchTick = 0.22 XpPerSowGrowing = 25 XpPerTickConstruction = 0.7