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Author Topic: Toughness=Invincible?  (Read 5736 times)

minno

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Re: Toughness=Invincible?
« Reply #30 on: December 07, 2010, 05:44:34 pm »

Analytical Ability and Intuition are both technically used in Adventure Mode, for Knapper and Observer, but knapping is something you can train up easily and Observer is largely worthless because enemies never hide.

I actually decided to start a few adventurers with professional observer (because it's so hard to train once I start), and I've noticed that about half of ambushes are "you feel uneasy" encounters, which let me immediately start sneaking and ambush my ambushers.
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GrizzlyAdamz

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Re: Toughness=Invincible?
« Reply #31 on: December 07, 2010, 06:40:27 pm »

SCIENCE time?
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minno

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Re: Toughness=Invincible?
« Reply #32 on: December 07, 2010, 07:02:05 pm »

SCIENCE !!SCIENCE!! time?

YES.  (We need to test how high your observer skill needs to be before you notice that you're on fire)
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Aramco

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Re: Toughness=Invincible?
« Reply #33 on: December 07, 2010, 09:41:49 pm »

SCIENCE !!SCIENCE!! time?

YES.  (We need to test how high your observer skill needs to be before you notice that you're on fire)

Probably pretty low.
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Jacob/Lee

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Re: Toughness=Invincible?
« Reply #34 on: December 07, 2010, 10:51:00 pm »

SCIENCE !!SCIENCE!! time?

YES.  (We need to test how high your observer skill needs to be before you notice that you're on fire)

Probably pretty low.
Wrong. We need legendary +5, even then we might not notice....

Flaede

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Re: Toughness=Invincible?
« Reply #35 on: December 08, 2010, 04:01:06 am »

Wrestling putzes (like in the cursed castles) trains up your agility, strength, toughness (I think) to different degrees.
So in other words, if you want your adventurer to move faster, the easiest way is to wrestle something for an entire day. You can actually watch your speed as it increases to judge when you are done. You also get kinesthetic and (i think) spatial sense as a bonus! I never put much into those stats because they are so easy to train.

Disease Resistance and Recuperation aren't worth investing in because quick travel, sleeping, and waiting still cure all non-permanent injuries, but you probably don't want to dump them either.
I am superstitious that Recuperation allows me to regenerate more when I quick travel. I have no proof of this, but since that is one of the few (potentially) useful stats I can't train...

Analytical Ability and Intuition are both technically used in Adventure Mode, for Knapper and Observer, but knapping is something you can train up easily and Observer is largely worthless because enemies never hide.
So this "knowledge aquisition" thing mentioned in the wiki... does it affect how fast your adventurer learns skills?

Memory decides how long after you see terrain do you remember what it's like.
Is that what that is for?! Oh! Well, then. I did not know that. How does that mechanic work?
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
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Ze Spy

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Re: Toughness=Invincible?
« Reply #36 on: December 08, 2010, 06:33:03 am »

Basically , every point in Memory Gives your Adventurer a few turns in which you can see Last locations and the Terrain which your sight just left , but i am not really sure

!!SCIENCE!! time
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Knigel

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Re: Toughness=Invincible?
« Reply #37 on: December 08, 2010, 09:14:22 am »

^^I honestly have now clue if "knowledge acquisition" means how fast you learn skills.
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Urist Da Vinci

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Re: Toughness=Invincible?
« Reply #38 on: December 09, 2010, 03:59:28 pm »

KNOWLEDGE_ACQUISITION is just the Student skill that is trained in the barracks in fortess mode during military demonstrations by a teacher. It doesn't affect skill gain.

MEMORY doesn't affect sight of terrain. The game dynamically loads and unloads areas that you walk through in adventure mode, hence the occasional delay while walking to or from world sites. When you get far enough away, it unloads the map of the area you were in, and it doesn't usually preserve the revealed/unrevealed tiles. This also causes dropped items to vanish or be scattered across the area.

I should test recuperation.

Urist Da Vinci

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Re: Toughness=Invincible?
« Reply #39 on: December 09, 2010, 08:22:09 pm »

Ok, it appears that an adventurer with superior recuperation and an adventurer with very low recuperation heal the same way, while travelling. It doesn't even change whether or not you get scars!

atomicoctobot

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Re: Toughness=Invincible?
« Reply #40 on: December 09, 2010, 09:58:03 pm »

Ok, it appears that an adventurer with superior recuperation and an adventurer with very low recuperation heal the same way, while travelling. It doesn't even change whether or not you get scars!

Does this mean that it only affects short-term healing? That would make it relatively useless imo... I mean, compared to the benefits of putting those points into something like agility.
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Flaede

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Re: Toughness=Invincible?
« Reply #41 on: December 10, 2010, 10:39:39 am »

Ok, it appears that an adventurer with superior recuperation and an adventurer with very low recuperation heal the same way, while travelling. It doesn't even change whether or not you get scars!

Does this mean that it only affects short-term healing? That would make it relatively useless imo... I mean, compared to the benefits of putting those points into something like agility.

Interesting. I still say that since i can train agility, and can't train recuperation, that it would gain priority. But disease resistance or whatever it's called is now first priority for me. Whatever it does.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

minno

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Re: Toughness=Invincible?
« Reply #42 on: December 10, 2010, 01:52:25 pm »

Ok, it appears that an adventurer with superior recuperation and an adventurer with very low recuperation heal the same way, while travelling. It doesn't even change whether or not you get scars!

Does this mean that it only affects short-term healing? That would make it relatively useless imo... I mean, compared to the benefits of putting those points into something like agility.

Interesting. I still say that since i can train agility, and can't train recuperation, that it would gain priority. But disease resistance or whatever it's called is now first priority for me. Whatever it does.

I'm guessing that it increases the time before your non-healing busted toe gets infected.  I'm pretty sure that it will always eventually get infected, but superior disease resistance at the beginning might make it take longer.
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Flaede

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Re: Toughness=Invincible?
« Reply #43 on: December 10, 2010, 03:28:58 pm »

Ok, it appears that an adventurer with superior recuperation and an adventurer with very low recuperation heal the same way, while travelling. It doesn't even change whether or not you get scars!

Does this mean that it only affects short-term healing? That would make it relatively useless imo... I mean, compared to the benefits of putting those points into something like agility.

Interesting. I still say that since i can train agility, and can't train recuperation, that it would gain priority. But disease resistance or whatever it's called is now first priority for me. Whatever it does.

I'm guessing that it increases the time before your non-healing busted toe gets infected.  I'm pretty sure that it will always eventually get infected, but superior disease resistance at the beginning might make it take longer.

Blargh. The whole "die from an infected hangnail" thing is seriously uncool. I wish the "remove then re-add" trick still worked for regenerating smashed ears, noses, and things.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Kobold Troubadour

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Re: Toughness=Invincible?
« Reply #44 on: December 10, 2010, 07:07:05 pm »

Blargh. The whole "die from an infected hangnail" thing is seriously uncool. I wish the "remove then re-add" trick still worked for regenerating smashed ears, noses, and things.
You could try editing out the [HEALING_RATE:100] in the tissue_template_default.txt file of your save to speed up/improve recovery or even remove the [GETS_WOUND_INFECTIONS] & [GETS_INFECTIONS_FROM_ROT]from the character's race raw files.
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