Skip to content

Commit

Permalink
Documentation
Browse files Browse the repository at this point in the history
  • Loading branch information
Venera3 committed Apr 21, 2024
1 parent f32b285 commit 0e248ad
Show file tree
Hide file tree
Showing 3 changed files with 3 additions and 22 deletions.
20 changes: 0 additions & 20 deletions doc/GAME_BALANCE.md
Original file line number Diff line number Diff line change
Expand Up @@ -472,26 +472,6 @@ Hydrogen requirements are `coal_requirements/2.5`.
# MUTATIONS
Mutations are given completely subjective point values. The most important factor is that mutations that adversely affect a character are given a negative point value, or positive for beneficial mutations. The chance of obtaining a positive or negative mutation varies based on Instability (a counter that increases by a default of 100 when a mutation is gained or lost and decays by 1 per in-game day by default). 0 point mutations will always have a 10% chance of appearing. There is a 90% chance to obtain a good mutation until approximately 800 Instability. There is an equal chance (45% each) of obtaining a good or bad mutation at approximately 2800 Instability. There is an approximately 70% chance of obtaining a bad mutation at 10000 Instability, which will be the cap after a current test phase where it is capped at 8000.

## Mutation Attacks
Some mutations, such as fangs, grant a character special attacks. These attacks are defined in techniques.json, and are designed to closely mimic normal weapons in terms of how their damage is calculated. Mutation attacks should almost always scale with the unarmed skill, even if the mutation is cutting claws or a stabbing stinger.

These attacks use flat_bonuses. Following the method below, you only need to plug in base movecost and damage to implement a new mutation attack. See the guidelines in the melee weapons section of this document for more information on selecting an appropriate base DPS.

**To approximate a stabbing weapon with this system**
- Stab damage scales with unarmed skill at a rate of 1.0.
- Bash damage scales with strength at a rate of 0.75.
- Bash damage scales with unarmed skill at a rate of 0.06.
- Movecost scales with melee skill at a rate of -1.25.
- Movecost scales with dexterity at a rate of -0.5.

On a critical hit, use the following values instead:
- Stab damage scales with unarmed skill at a rate of 4.4.
- Bash damage scales with strength at a rate of 0.75.
- Bash damage scales with unarmed at a rate of 0.24.
- Armor penetration for both bash and stab damage scale with unarmed at a rate of 1 each.
- Movecost scales with melee skill at a rate of -1.25.
- Movecost scales with dexterity at a rate of -0.5.

# Preparing Food and Water:

"surface_heat" uses a base cost of 20 kJ. Its various options are then given charge costs equal to their efficiency - 80% for induction or a microwave (25u battery, 1:1 kJ:battery), 60% for basic electric (35u battery 1:1 kJ:battery), 35% for most combustible fuels - gasoline (2u fuel 34:1 kJ:fuel), kerosene (2u fuel 34:1 kJ:fuel), propane (3u fuel 25:1 kJ:fuel), acetylene (1u fuel 50:1 kJ:fuel) and ethanol (3u fuel 25:1 kJ:fuel). 25% for hexamine (2u fuel 40:1 kJ:fuel) and 16% for coal/charcoal (4u fuel 32:1 kJ:fuel).
Expand Down
2 changes: 1 addition & 1 deletion doc/MONSTERS.md
Original file line number Diff line number Diff line change
Expand Up @@ -323,7 +323,7 @@ Lower and upper bound of limb sizes the monster's melee attack can target - see
## "grab_strength"
(integer, optional)

Intensity of the grab effect applied by this monster. Defaults to 1, is only useful for monster with a GRAB special attack and the GRABS flag. A monster with grab_strength = n applies a grab as if it was n zombies. A player with `max(Str,Dex)<=n` has no chance of breaking that grab.
Base intensity of the grab effect applied by this monster as used by a `grab`-type special attack unless overwritten by the `grab_data` of the attack itself. See [Grab attacks](MONSTER_SPECIAL_ATTACKS.md#grab_attacks) for more information.

## "armor"
(object, optional)
Expand Down
3 changes: 2 additions & 1 deletion doc/MONSTER_SPECIAL_ATTACKS.md
Original file line number Diff line number Diff line change
Expand Up @@ -8,6 +8,7 @@
- [Hardcoded special attacks](#hardcoded-special-attacks)
- [JSON special attacks](#json-special-attacks)
- [`bite`](#bite)
- [`grab`](#grab-attacks)
- [Non-melee special attacks](#non-melee-special-attacks)
- [`gun`](#gun)
- [`spell`](#spell)
Expand Down Expand Up @@ -73,7 +74,7 @@ In the case of separately defined attacks the object has to contain at least an
{ "id": "impale", "cooldown": 5, "min_mul": 1, "max_mul": 3 }
]
```
This monster can attempt a grab every ten turns, a leap with a maximum range of 4 every eight and an impale attack with 1-3x damage multiplier every five turns.
This monster can attempt an acid attack every ten turns, a leap with a maximum range of 4 every eight and an impale attack with 1-3x damage multiplier every five turns.


## Hardcoded special attacks
Expand Down

0 comments on commit 0e248ad

Please sign in to comment.