RimWorld
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[XND] Skill Overhead
   
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2.569 MB
18 NOV 2017 a las 7:00
15 FEB 2018 a las 6:56
3 notas sobre cambios ( ver )

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[XND] Skill Overhead

Descripción
Direct download from GitHub[github.com].

Compatibility
Skill Overhead should be safely addable to existing savegames, as well as safely removable from existing savegames.

This mod should work with any other mod, since this mod is the first of its kind.

Overview
Tired of inconsequential injuries like tiny eye scars making your legendary constructors fail three constructions in a row, or tiny digit loss crippling your growers and animal handlers? This mod's for you, folks!

In vanilla RimWorld, the following success chance stats stop developing past level 8:
  • Animal Product Yield
  • Construction
  • Harvest Yield
As a result, a level 15 with an eye injury will still only have the same success rate as a level 8 with the same injury. This doesn't make sense since the level 15 has had significantly more experience, so the tiny injury shouldn't really affect their chances at all, or only minimally.

This mod addresses that.

Now past level 8, the above stats will actually continue to develop, albeit very slowly. This means that minor injuries will no longer effectively cripple the well-functioning of your master constructors, and so on!

Credits
Marnador for their great RimWorld font.

License
As is standard with my mods: you may include this mod in a mod pack, and you may derive from this, but please inform me if you're doing so either through here or Ludeon Forums, and give credit where credit's due.
23 comentarios
apadilla124us 29 AGO 2018 a las 11:01 
@xeo Thanks for making the mod! looks like the dev really saw your mod as a must have too!
XeoNovaDan  [autor] 29 AGO 2018 a las 9:07 
@apadilla124us - This mod is part of the base game now and won't be updated.
apadilla124us 29 AGO 2018 a las 8:46 
do you have a .19 version?
Comrade Corwin 6 AGO 2018 a las 6:52 
I'm confused as to how this works, or maybe more importantly, how it work in vanilla. I knew that minor injuries could seriously hinder a pawn's work, but how does the game handle that?
XeoNovaDan  [autor] 20 ENE 2018 a las 14:31 
@AmbiguousMonk It should be, yeah.
AmbiguousMonk 20 ENE 2018 a las 13:17 
Is this mod prexisting save friendly?
JOЯDΛИ 16 ENE 2018 a las 0:39 
Ok, cool. Thanks for the quick response.
XeoNovaDan  [autor] 16 ENE 2018 a las 0:35 
@Jord68 It could be argued that pawns will realy need a lot of hindrances to start getting hits to success chances if they're level 20, but level 20's very difficult to get and certainly a challenge to sustain. While Mad Skills mitigates the skill degradation, I didn't balance this around Mad Skills; just vanilla.

Other than that, it just allows for high-skilled colonists to be able to suffer a few minor capacity hindrances and not lose too much in the way of success chances - hence the title 'Skill Overhead'. IMO it just makes the game handle skills and success chances in a more sensible way; it won't actually do stuff such as increase yields.
JOЯDΛИ 15 ENE 2018 a las 20:52 
Question, does this potentially make you pawns OP/game easier? Just wondering, thanks
phillosopherp 2 DIC 2017 a las 15:09 
got it, didn't know if you could manipulate that impact...