Willpower directly reduces exertion and pain effects. This pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers. With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.Īt the bottom is a list of which attributes affect which skills. All combat skills except Biter and Armor user.Skills By Body Attribute Skills impacted by Body Attributes Reduces the rate at which dwarves become exhausted. This attribute increases the speed at which a creature works in the same way as strength - a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength. Higher strength also increases the speed with which a creature, even a naked creature, may move. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.Īlters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. Well I'm off to improve the interface for the pc, it's terrible.The attribute values given in the tables correspond to default racial averages for dwarves only. And a few new items of equipment, 2nd hand attack and other interesting stuff (more you can found here: update 0.4.3.2)Īlso, I would really appreciate it if you could share your feedback about the gameĪlso, you can be one of the first in our Discord community!.FEATURES, now in addition to increasing stat points, improving actions and finding cooler equipment, you can get feats! These are designed to change your gameplay in various ways, giving you unique features!.Heh, I was sitting with a friend for up to 6 hours watching him play).īut, a little bit of new content I also brought in, namely: As a result, I managed to partially rebalance the progression aspects of the character and mobs, as well as add different difficulty levels for the player to choose from: Easy, Normal, Hard and Hardcore. Some time passed, I collected feedback from version 0.4.1, developed a new balance, and then the circle repeated itself.
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