Demo Update
The Pits has icy terrain at its base, while the Refinery is mostly ruins terrain, and shadowed. Rails is mostly wilderness terrain, and cold. I definitely want some frost-slinging slimes and stealthy rats. :)
Details:
- Added ice and wilderness terrain;
- Added locked metal doors to make a hidden zone in the Refinery;
- Added pile of ore blocking access in Refinery;
- Populated zone conceal/cover/ambience stats;
- Added a cold wind environment inflicting a cold condition (drains stamina);
- Added a test armor that provides enough water resistance to stop the player form catching the cold condition from cold winds;
- Added a freezing environment that inflicts frostbite (DoT) and a stronger cold condition (same effect, but requires more resist to block);
- Added a camouflage stat (for now, only affects stealth);
- Added a shadowed environment that provides a buff that increases camouflage.
Forced Cancellation of Ability Toggles
This mechanic allows hostile damage, debuff, or buff actions to also cancel toggled abilities if the action is successful. This works on tags, so if you have a toggled ability with the stealth tag, an illuminate ability might cancel the stealth ability, if it defeats your light resist.
This also applies to actions the character takes: a rifle shot will cancel stealth abilities.
Stealth Update
I moved the stealth ability from being a special case to being a toggled ability (like force field), and the stealth state is now a boolean on/off stat determined by conditions.
In short, this means the player can start multiple kinds of toggled stealth abilities that stack. For example:
- Stamina-based sneaking (stamina cost per turn)
- Ambience-based hiding (no cost per turn, but requires ambient dark mana: auto-cancels if you move out of a zone with dark mana)
- Device-based cloaking (costs power per turn)
Canceling one of them won’t break your stealth (the bool stat returns true as long as it’s greater than 1), though your stealth rating will go down.
This change also means that the stealth rating updates per zone, depending on zone stats, and you get ability exp per turn.
Ability EXP Gain Update
Ability exp gain for usage can now leverage specific results. For instance, accuracy exp only comes from enemy hit or crit difficulty causing misses. Damage exp comes from doing damage, attack speed exp comes from having attacks evaded, and pierce exp comes from defense that wasn’t pierced.
Exp gain also works on defense now, so, for instance, resist exp comes from damage that wasn’t blocked.
Also added some more logic so that attacking objects that can’t evade, or can’t be blindsided, don’t show those stats in the output.
Note that exp gain only affects character stats leveraged by the abilities (like the strength attribute for a melee attack); the abilities themselves don’t currently gain exp.
Cost and EXP Gains for Actions
This affects non-ability-based actions, like:
- Movement
- Searching
- Scavenging
- Studying
- Repairing
- Planting (only for monsters right now)
- Growing (only for monsters right now)
- Lockpicking
Basic formula I’m testing:
- To do the action, your skill must at least be equal to difficulty;
- Difficulty is added to action cost;
- Any skill remainder from the difficulty check is removed from cost;
- If the action is progress-based (all but movement so far), progress equals your relevant speed stat plus any skill remainder from the cost check;
- Exp can equal cost (for non-progress actions like transit) or progress (for most professions)
- Faction payment for progress-based actions is the progress gained;
- If an ability is used to bypass the progress requirement to complete the action, exp is only gained for the ability.
Vars can be modded by the zone itself, by zone objects, and by the relevant profession. The types of stats involved are configured primarily by the professions involved (but also terrain).
The planting action, for instance, is defined by the terrain, so different types of terrains will be more conducive to various kinds of monster growths.
