[Done for V0.38] Hidden stats

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George Gilbert
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[Done for V0.38] Hidden stats

Post by George Gilbert »

This has been suggested in numerous threads, but for V0.38 you can now specify the following hidden stats for each character:

- antihunger (effects the rate at which food levels go down)
- antithirst (effects the rate at which water levels go down)
- antipoison (effects the amount of damage done by poison)
- luck (effects lots of stuff!)
- recovery_awake (effects the recovery rate when awake)
- recovery_asleep (effects the recovery rate when asleep)

All of these are specified as percentages (default 100).

Naturally, you can now also specify "bonus" modifiers for each of these 6 parameters for equipped items.
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copperman
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Post by copperman »

SPlendid, this would allow greater flexibility when creating different character classes/races for new dungeons.
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George Gilbert
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Post by George Gilbert »

Yep, and things like stillsuits - equip it and your water drain drops to near zero...
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Lunever
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Post by Lunever »

New classes and races: Can you allow the dungeon designer to determine which stats should be hidden and which shouldn't (I imagine in a custom desert setting with little water ressources water-drain might be one of the primary qualifications for choosing party memebers and thus might be made known to the player by the dungeon designer directly).
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Sophia
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Post by Sophia »

Dune Dungeon?

I guess we've got the worms! :D
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Lunever
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Post by Lunever »

Oh yes pleasepleaseplease!!!
Parting is all we know from Heaven, and all we need of hell.
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copperman
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Post by copperman »

I'm going to guess that these stats will always be hidden at runtime, as they should.
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Suule
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Post by Suule »

I'd like to suggest not 'New Classes' but ability to rename classes.
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copperman
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Post by copperman »

hmm, good idea. Not what I meant, I was just refering to the use of these new hiddens to create class like abilitites, such as lowering food/water consumption levels for a dwarf type race.
Don't be scene or herd!
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