RimWorld
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Health and Skills Affect Stats
   
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Mod, 1.4
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5 aug 2023 om 14:32
7 aug 2023 om 15:21
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Health and Skills Affect Stats

In 2 verzamelingen van Capataina
Capataina - All of my Mods!
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Mods that affect Skills and Stats
4 items
Omschrijving
Pawns' health, hediffs and skills affect their stats.

Makes it so that intelligence increases a pawns learning speed.

Stats like manipulation, shooting and melee have effects on melee attack speed and shooting range/cooldown/aim delay, making it so that people who are hurt attack slower and nearer while pawns with bionics/archotech implants/body parts have better range and attack speed.

Pawns with high medicine and artistic leave less filth.

Pawns with high medicine have better injury healing factor and immunity gain speed.

A couple more changes like these. Makes the game more realistic imo.

Should be compatible with anything and everything as its patched into vanilla (?).

Feel free to make suggestions.
33 opmerkingen
Capataina  [auteur] 15 sep om 10:03 
I believe VE went through a massive update after my mod was released and they slightly tweaked with the logic. If anything seems to be working backwards, it might be because of that. Also, there might be other mods conflicting with it. In my own mod pack, everything was working fine. I mean I was using my own mods in my playthroughs after all :)
Jiopaba 12 sep om 17:51 
Am I crazy or is melee speed backwards? You get -0.0125 per melee level, but it claims to be a multiplier on melee attack speed. Instead of going faster at high Melee skills, you get slower.

This seems to be backed up by VPE where the Blade Focus psycast doubles this start (from 1 to 2 with no other modifiers) and says it makes you attack twice as fast. Likewise, the "Slow Melee Attack" and "Fast Melee Attack" genes give respectively -0.25 and +0.25 to this stat.
Capataina  [auteur] 23 aug om 14:42 
Yeah, the thought process was that higher intelligence often means better pattern recognition, abstract reasoning, problem solving, critical thinking and so on, so I thought making them learn faster made sense. The more intelligent they are, the better they will be at whatever they pursue.
Etarnax 22 aug om 9:45 
Small bonus to most tasks with intelligence? In the sense of "Work smarter not harder" kinda thing.
Lekoda 24 jul om 14:24 
Make pawns with high plants skill less food poison chance at a minor degree with pawns with high cooking skill greater food poison chance reduction
Capataina  [auteur] 12 apr om 15:56 
Should work in 1.5! I just don't have the time/files to update the game right now, it would take a lot of effort on my part for a game that I don't even play anymore. But it shouldn't have any issues in 1.5.
Immovable Ozzy 12 apr om 10:59 
Any hope this gets pushed to 1.5? No pressure ofc, just curious.
Victor 13 feb om 12:57 
Capataina  [auteur] 24 dec 2023 om 4:27 
yeah it does need VEF as they are the ones allowing me to purely use xml to edit the stats. Without VEF I'd need my own custom C# methods to change stats which might overlap with vanilla expanded if anyone is using it sooo
이상한잉간 23 dec 2023 om 19:17 
Does this really need vef?
I love the concept of your mod but don't want vfe's slow tick issue