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[Done for V0.38] Hidden stats

Posted: Wed May 10, 2006 1:42 pm
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.

Posted: Wed May 10, 2006 3:14 pm
by copperman
SPlendid, this would allow greater flexibility when creating different character classes/races for new dungeons.

Posted: Wed May 10, 2006 8:16 pm
by George Gilbert
Yep, and things like stillsuits - equip it and your water drain drops to near zero...

Posted: Wed May 10, 2006 9:03 pm
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).

Posted: Wed May 10, 2006 9:04 pm
by Sophia
Dune Dungeon?

I guess we've got the worms! :D

Posted: Wed May 10, 2006 9:05 pm
by Lunever
Oh yes pleasepleaseplease!!!

Posted: Wed May 10, 2006 10:33 pm
by copperman
I'm going to guess that these stats will always be hidden at runtime, as they should.

Posted: Wed May 10, 2006 10:58 pm
by Suule
I'd like to suggest not 'New Classes' but ability to rename classes.

Posted: Wed May 10, 2006 11:11 pm
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.