View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008788 | Valley 1 | Bug - Gameplay | Jul 6, 2012 9:13 am | Jul 6, 2012 1:00 pm | |
Reporter | BenMiff | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 1.110 | ||||
Fixed in Version | 1.112 | ||||
Summary | 0008788: Survivors Ignore Skill Bonuses | ||||
Description | Currently, all my survivors are annoyed since they don't think the other survivors are pulling their weight; "if only their skill levels were higher". However, the skill levels are roughly equal. The problem is that they are ignoring the actual skill level after bonuses from professional structures and profession books; this can be seen by looking at the average. (For instance, I only have a single Adventurer with a skill of about 260; despite that, the game thinks the average skill is 19.) | ||||
Tags | No tags attached. | ||||
Internal Weight | New | ||||
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There's definitely no way it would be ignoring the skill level from profession books, as that changes their internal value. However, the skill level check is cross-profession, so if you're not looking at other professions then that would be part of it. It may be that logic is problematic. For similar reasons, it intentionally ignores the skill level bonuses from profession buildings; having a new building for one profession would suddenly make them really complain about the other professions not being upgraded well. In general this may be too complex to manage in practice, and perhaps it should simply be the listed skill (building bonuses and all), but managed by profession rather than cross-profession. It seems like that is what you were intuitively expecting. Thoughts? |
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I would prefer managing each profession seperately, since it makes more sense to me; currently, it's a little bit like a soldier complaining about being sent into battle all the time and demanding that next time the postman goes instead. It also means you're not going to get hosed by RNG when it decides to favour specific professions over others (in book terms). |
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I suppose that makes a certain amount of sense, but in this case they're all soldiers -- just different sorts of soldiers. I worry that this will cause over-specialization in given professions... but that's probably preferable to the current confusion, I suppose. |
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Thanks! * The "average skill" that is used for calculating how NPCs feel upon returning from missions is now profession-specific and includes all the bonuses from the profession buildings. ** The "average number of dispatches" is still cross-profession, however, which helps to maintain some pressure to keep all your NPCs improved rather than just leaning on adventurers or similar. |
Date Modified | Username | Field | Change |
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Jul 6, 2012 9:13 am | BenMiff | New Issue | |
Jul 6, 2012 9:25 am | Chris_McElligottPark | Note Added: 0026378 | |
Jul 6, 2012 9:25 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 6, 2012 9:25 am | Chris_McElligottPark | Status | new => feedback |
Jul 6, 2012 12:22 pm | BenMiff | Note Added: 0026402 | |
Jul 6, 2012 12:22 pm | BenMiff | Status | feedback => assigned |
Jul 6, 2012 12:28 pm | Chris_McElligottPark | Note Added: 0026407 | |
Jul 6, 2012 1:00 pm | Chris_McElligottPark | Internal Weight | => New |
Jul 6, 2012 1:00 pm | Chris_McElligottPark | Note Added: 0026410 | |
Jul 6, 2012 1:00 pm | Chris_McElligottPark | Status | assigned => resolved |
Jul 6, 2012 1:00 pm | Chris_McElligottPark | Fixed in Version | => 1.112 |
Jul 6, 2012 1:00 pm | Chris_McElligottPark | Resolution | open => fixed |