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[New Feature] MUTATION (reroll without reroll) #52

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Sasabmeg opened this issue Apr 17, 2023 · 6 comments
Open

[New Feature] MUTATION (reroll without reroll) #52

Sasabmeg opened this issue Apr 17, 2023 · 6 comments
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documentation Improvements or additions to documentation new concept

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@Sasabmeg
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Sasabmeg commented Apr 17, 2023

Design in progress

SEE COMMENTS BELOW FOR TECHNICAL DETAILS

Mutation

Various methods should be available to change one stats, perks and skills. The problem with current system, books of achievements that gives level, is that it resets all karma, quests, implants, all known locations, removes owner of tents etc. With outlaw concept #24 in play, this would be a total bust.

Mutation:
Player accumulates a large dose of radiation > 20% and talk to a ghoul near one of the doctors in major towns, or specific ghoul NPC's in various towns.

  • Ghoul NPC offers unconventional treatment, only available if heavily radiated for X caps.
  • Same or similar dialog, except different cost due to safe/unsafe location.
    • Junktown, safe for lawful players but high cost, like 10k caps.
    • Hub, semi safe for outlaw players, medium cost, 7.5k caps.
    • Gecko, unsafe for anyone due to TC activity and PK frequency, low cost, 5k caps.
  • Safe towns need min reputation for access. (which reputation? the town or gecko/ghouls)

Every change uses up 1% percent radiation level, this option will be hated by players, but at the same time makes them stick to choices if that is any good. Other option is that, they need to pay caps ofc.

Predictable problems:

  • Players would not report beneficial bugs if any.

Note:

  • Test first via character-planner tool that was made specifically to test the theory behind it.
@Sasabmeg
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Sasabmeg commented Apr 23, 2023

S.P.E.C.I.A.L. STAT MUTATION:

  • STRENGTH:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Gain Strength minimum 4, (cannot go below 3)
      • Perk Adrenaline Rush minimum 6, (cannot go below 5)
      • Perk Stonewall, minimum 7 (cannot go below 6)
      • Perk Iron Limbs, minimum 7 (cannot go below 6)
      • Trait Bruiser, minimum 6, (cannot go below 5)
    • Gain 1 point:
    • Effects: (Automatic by engine?)
      • 2 Close Combat, 1 Hit Points, ? Melee Damage, ? Carry Weight
  • PERCEPTION:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Gain Perception minimum 4, (cannot go below 3)
      • Perk Cautious Nature minimum 7, (cannot go below 6)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 2 First Aid, 1 Doctor, 1 Lockpick, 1 Traps, 2 Sequence
  • ENDURANCE:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Gain Endurance minimum 4, (cannot go below 3)
      • Perk Toughness minimum 5, (cannot go below 4)
      • Perk Even Tougher minimum 7, (cannot go below 6)
      • Perk Iron Limbs minimum 7, (cannot go below 6)
      • Perk Snake Eater minimum 7, (cannot go below 6)
      • Perk Strong Back minimum 7, (cannot go below 6)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 2 Outdoorsman, 2 Hit Points, 3 Poison Resistance, 2 Radiation Resistance, Healing Rate
  • CHARISMA:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Gain Charisma minimum 4, (cannot go below 3)
      • Perk Harmless minimum 4, (cannot go below 3)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 5 Speech, 4 Barter
  • INTELLIGENCE:
    • Loose 1 point:
      • Base minimum 2, Cannot lower stat below 1
      • Perk Gain Intelligence minimum 4, (cannot go below 3)
      • Perk Sharpshooter minimum 4, (cannot go below 3)
      • Perk Swift Learner minimum 7, (cannot go below 6)
      • Perk Rad Resistance minimum 8, (cannot go below 7)
      • Perk Educated minimum 9, (cannot go below 8)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 2 First Aid, 1 Doctor, 4 Science, 3 Repair, 2 Outdoorsman
  • AGILITY:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Agility minimum 4, (cannot go below 3)
      • Perk Quick Pockets minimum 6, (cannot go below 5)
      • Perk Quick Recovery minimum 7, (cannot go below 6)
      • Perk Action Boy minimum 7, (cannot go below 6)
      • Perk Action Boy(2) minimum 7, (cannot go below 6)
      • Perk Dodger minimum 9, (cannot go below 8)
      • Perk Dodger(2) minimum 11 - always blocks - , (cannot go below 10)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 4 Small Guns, 2 Big Guns, 2 Energy Weapons, 2 Close combat, 4 Throwing, 3 Sneak, 1 Lockpick, 3 steal, 1 Traps, 3 Armor Class, 1/2 Action Points
  • LUCK:
    • Loose 1 point:
      • Base minimum: 2, Cannot lower stat below 1
      • Perk Gain Luck minimum 4, (cannot go below 3)
    • Gain 1 point:
      • Base Maximum: 9, Cannot raise stat above 10
    • Effects: (Automatic by engine?)
      • 5 Gambling, 1 Luck

Comments:

  • Need to consider Gain +2 STAT perks and implants. (POWERPUFF)
  • If Gain STAT perk does not have a footprint, it will become problematic to keep track of stats and how many perks character has.

@Sasabmeg
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Sasabmeg commented Apr 23, 2023

SKILL POINTS MUTATION:

  • 1. SMALL GUNS:
    • Base value minimum: 5 + 4 * AG + 6 * Books + 20 if tagged
    • Perk Weapon Handling, minimum 101 (102 if tagged)
    • Perk Pyromaniac?, minimum 101 (102 if tagged)
    • Perk More Critical, minimum 101 (102 if tagged)
    • Perk Even More Critical, minimum 126 (127 if tagged)
    • Perk Bonus Ranged Damage, minimum 151 (152 if tagged)
    • Perk Sharpshooter, minimum 151 (152 if tagged)
    • Perk Better Critical, minimum 176 (177 if tagged)
    • Perk Bonus Rate of Attack, minimum 181 (182 if tagged)
    • Perk More Ranged Damage, minimum 201 (202 if tagged)
      • Note: Some of the above are shared between SG, BG, EW, CC or Throwing
  • 2. BIG GUNS:
    • Base value minimum: 2 * AG + 20 if tagged
    • Perk Weapon Handling, minimum 101 (102 if tagged)
    • Perk Pyromaniac?, minimum 101 (102 if tagged)
    • Perk More Critical, minimum 101 (102 if tagged)
    • Perk Even More Critical, minimum 126 (127 if tagged)
    • Perk Bonus Ranged Damage, minimum 151 (152 if tagged)
    • Perk Sharpshooter, minimum 151 (152 if tagged)
    • Perk Better Critical, minimum 176 (177 if tagged)
    • Perk Bonus Rate of Attack, minimum 181 (182 if tagged)
    • Perk More Ranged Damage, minimum 201 (202 if tagged)
      • Note: Some of the above are shared between SG, BG, EW, CC or Throwing
  • 3. ENERGY WEAPONS:
    • Base value minimum: 2 * AG + 20 if tagged
    • Perk Weapon Handling, minimum 101 (102 if tagged)
    • Perk Pyromaniac?, minimum 101 (102 if tagged)
    • Perk More Critical, minimum 101 (102 if tagged)
    • Perk Even More Critical, minimum 126 (127 if tagged)
    • Perk Bonus Ranged Damage, minimum 151 (152 if tagged)
    • Perk Sharpshooter, minimum 151 (152 if tagged)
    • Perk Better Critical, minimum 176 (177 if tagged)
    • Perk Bonus Rate of Attack, minimum 181 (182 if tagged)
    • Perk More Ranged Damage, minimum 201 (202 if tagged)
      • Note: Some of the above are shared between SG, BG, EW, CC or Throwing
  • 4. CLOSE COMBAT:
    • Base value minimum: 30 + 2 * (AG + ST) + 20 if tagged
    • Perk Weapon Handling, minimum 101 (102 if tagged)
    • Perk Pyromaniac?, minimum 101 (102 if tagged)
    • Perk More Critical, minimum 101 (102 if tagged)
    • Perk Even More Critical, minimum 126 (127 if tagged)
    • Perk Bonus Ranged Damage, minimum 151 (152 if tagged)
    • Perk Sharpshooter, minimum 151 (152 if tagged)
    • Perk Better Critical, minimum 176 (177 if tagged)
    • Perk Bonus Rate of Attack, minimum 181 (182 if tagged)
    • Perk More Ranged Damage, minimum 201 (202 if tagged)
      • Note: Some of the above are shared between SG, BG, EW, CC or Throwing
    • Perk In Your Face, minimum 126 (127 if tagged)
    • Perk Close Combat Master, minimum 151 (152 if tagged)
    • Perk Dodger, minimum 151 (152 if tagged)
    • Perk Dodger(2), minimum 151 (152 if tagged)
  • 5. SCAVENGING:
    • Base value minimum: 0
    • Mutation disabled here
  • 6. THROWING:
    • Base value minimum: 4 * AG + 20 if tagged
    • Perk Weapon Handling, minimum 101 (102 if tagged)
    • Perk Pyromaniac?, minimum 101 (102 if tagged)
    • Perk More Critical, minimum 101 (102 if tagged)
    • Perk Even More Critical, minimum 126 (127 if tagged)
    • Perk Bonus Ranged Damage, minimum 151 (152 if tagged)
    • Perk Sharpshooter, minimum 151 (152 if tagged)
    • Perk Better Critical, minimum 176 (177 if tagged)
    • Perk Bonus Rate of Attack, minimum 181 (182 if tagged)
    • Perk More Ranged Damage, minimum 201 (202 if tagged)
      • Note: Some of the above are shared between SG, BG, EW, CC or Throwing
    • Perk Heave Ho!, min 126 (127 if tagged)
  • 7. FIRST AID:
    • Base value minimum: 2 * (PE +IN) + 6 * Books + 20 if tagged
    • Perk Medic, minimum 126 (127 if tagged)
    • Perk Field Medic, minimum 176 (177 if tagged)
  • 8. DOCTOR:
    • Base value minimum: 5 + PE + IN + 20 if tagged
    • Perk Dead Man Walking, minimum 51 (52 if tagged)
    • Perk Faster Healing, minimum 76 (77 if tagged)
    • Perk Rad Resistance, minimum 101 (102 if tagged)
    • Perk Medic, minimum 126 (127 if tagged)
    • Perk Field Medic, minimum 176 (177 if tagged)
  • 9. SNEAK:
    • Base value minimum: 5 + 3 * AG + 20 if tagged
    • Perk Silent Running, minimum 101 (102 if tagged)
    • Perk Ghost, minimum 151 (152 if tagged)
    • Perk Silent Death, minimum 176 (177 if tagged)
  • 10. LOCK PICK:
    • Base value minimum: 10 + PE + AG+ 20 if tagged
    • Perk Treasure Hunter, minimum 126 (127 if tagged)
  • 11. STEAL:
    • Base value minimum: 3 * AG + 20 if tagged
    • Perk Thief, min 101 (100 if tagged)
    • Perk Pickpocket, minimum 126 (127 if tagged)
    • Perk Master Thief, minimum 126 (127 if tagged)
  • 12. TRAPS:
    • Base value minimum: 10 + AG + 20 if tagged
    • Perk Demolition Expert, minimum 126 (127 if tagged)
    • Perk Light Step, minimum 126 (127 if tagged)
  • 13. SCIENCE:
    • Base value minimum: 4 * IN + 6 * Books + 20 if tagged
    • Perk Swift Learner, minimum 51 (52 if tagged)
    • Perk Educated, minimum 101 (102 if tagged)
    • Perk Dismantler, minimum 121 (122 if tagged)
  • 14. REPAIR:
    • Base value minimum: 3 * IN + 6 * Books + 20 if tagged
    • Perk Stealth Girl, minimum 101 (102 if tagged)
    • Perk Mr. Fixit!, minimum 121 (122 if tagged)
  • 15. SPEECH:
    • Base value minimum: 5 * CH + 20 if tagged
    • Perk Magnetic Personality, minimum 101 (102 if tagged)
    • Perk Speaker, minimum 126 (127 if tagged)
    • Perk Sex Appeal, minimum 126 (127 if tagged)
  • 16. BARTER:
    • Base value minimum: 4 * CH + 6 * Books + 20 if tagged
    • Perk Negotiator, minimum 126 (127 if tagged)
  • 17. GAMBLING:
    • Base value minimum: 5 * LK + 20 if tagged
  • 18. OUTDOORSMAN:
    • Base value minimum: 2 * (EN + IN) + 6 * Books + 20 if tagged
    • Perk Snake Eater, minimum 76 (77 if tagged)
    • Perk Cautious Nature, minimum 101 (102 if tagged)
    • Perk Ranger, minimum 101 (102 if tagged)
    • Perk Pathfinder, minimum 151 (152 if tagged)
    • Perk Explorer, minimum 151 (152 if tagged)
    • Perk Scout, minimum 151 (152 if tagged)

Comments:

Possible technical difficulties:

  • Educated perk:
    • Increases skill points gained per level by 2, but it can be taken at any point during adventure, so hard to reverse backwards, also exploit heavy.
    • Having problems how to handle educated support perk, maybe lock it, if someone got it, they can never remove it and must keep IN above requirement 8? This will imply server owners will remove this support perk or change it?
  • Tagged skills:
    • These are chosen at character creation and make you gain skill points twice as fast in tagged skills.
    • Only be able to remove and add to other skill the free tag, if the skill is reduced below 100, otherwise calculation issues.
  • Perks relying on skill point requirement:
    • Skill points should only be able to be removed if perk that blocks it removed.
  • Skilled trait:
    • This trait if taken must be locked, so you can never remove it via Mutation, otherwise lots of technical headache and/or exploit problems.
  • Skill books:
    • Exploitable as players would remove points that they got from books as well to have more skill points to spend, unless this is tracked. (fixed in tool)

This is how skill points work:
https://www.fonline-reloaded.net/wiki/Skill_Points

Skill Level SP Expense, for Non-Tagged Skills SP Expense, for Tagged Skills
1-100% 1 SP for +1% Skill Level 1 SP for +2% Skill Level
101-125% 2 SP for +1% Skill Level 2 SP for +2% Skill Level
126-150% 3 SP for +1% Skill Level 3 SP for +2% Skill Level
151-175% 4 SP for +1% Skill Level 4 SP for +2% Skill Level
176-200% 5 SP for +1% Skill Level 5 SP for +2% Skill Level
201-300% 6 SP for +1% Skill Level 6 SP for +2% Skill Level


Character's Intelligence Standard Skill Points per Level Skill Points per Level w/Skilled Without Skilled Tops Out at Level...
1 7 12 1064
2 9 14 827
3 11 16 677
4 13 18 574
5 15 20 496
6 17 22 438
7 19 24 392
8 +Educated 23 28 ?
9 +Educated 25 30 ?
10 +Educated 27 32 275


@Sasabmeg
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Sasabmeg commented Jul 15, 2023

TRAITS MUTATION:

  • Fast Metabolism:
    • No requirements.
  • Bruiser:
    • Minimum strength: 5
  • One Hander:
    • No requirements.
  • Finesse:
    • No requirements.
  • Kamikaze:
    • No requirements.
  • Heavy Handed:
    • No requirements.
  • Fast Shot:
    • No requirements.
  • Bloody Mess:
    • No requirements.
  • Jinxed:
    • No requirements.
  • Good Natured:
    • No requirements.
  • Chem. Reliant:
    • No requirements.
  • Bonehead:
    • Maximum Intelligence: 9
  • Skilled:
    • Disabled by mutation (too many variables to consider to be worth bothering).
  • Loner:
    • Maybe disable this by mutation so cannot be abused for extra XP?.

Comments:

Added a mock application to test the logic first, before implementing into AS code.
https://github.com/Sasabmeg/foclassic-char-planner

@Sasabmeg
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Sasabmeg commented Jul 17, 2023

TAG SKILL MUTATION:

  • CURRENT SOLUTION:

    • Swap Tag and (in some cases) Skill Value as well:
      • Can only swap tag if the skill values are the same unless:
        • Swapping between ranged combat skills: SG, BG, EW, THR
        • Swapping between medical combat skills: FA, DOC
        • In cases above, both the tag and the skill value will be swapped, this is because otherwise a lot of mutation management of perks and skill points removal would be needed to mutate skill tag, for example from 200+ SG, 20 BG into a 200+ BG, 20 SG build, which is a likely most used scenario.
      • Small inconsistency with skill books, as FA Book value can be transferred to DOC via mutation, same for SG Book to other Ranged Combat Skills but imo it's not game breaking or core altering and can be contributed to a side effect of mutation.
  • Other/Old Possible solutions:

    • 1. Swap between combat skills:
      • Just ignore any books or skill points from perks, swap both tag and skill values.
      • Swapped skills must have same maximum, but most use case probably would between SG, BG, EW, CC, THR, SN, DOC and FA.
    • 2. Reduce tagged skill to base:
      • Use skill points mutation to reduce tagged skill value to base value.
      • Use skill points mutation to reduce non-tagged but soon to be tagged skill to base value.
      • Remove Tag from skill. (-20 points from tag removal)
      • Add Tag to another skill (that was reduced to base)
    • 3. Calculate and adjust skill levels on swap:
      • Remove skill tag and recalculate skill value. Base + Books + Perks (Boneyard guard?) + Remaining points converted into half respecting value steps for 100/125/150/175/200 (don't forget -20 from skill tag)
      • Add skill tag and recalculate skill value: Base + Books + Perks (Boneyard guard?) + 20 skill tag + remaining points converted into double respecting value steps for 100/125/150/175/200.

Comments:

  • All seem messy... any better idea?
  • For now the test application is using swap tagged skills with values solution. This seems the least messy, however one must acknowledge that skill values of already read books, or given by completed quest would be swapped to, thus allowing some corner edges, but nothing game breaking imo.

Added a mock application to test the logic first, before implementing into AS code.
https://github.com/Sasabmeg/foclassic-char-planner

@Sasabmeg
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Sasabmeg commented Jul 17, 2023

PERK MUTATION:

SUPPORT PERKS:

In general support perks can be removed without constraints, the issue can be to acquire them again later, as the mini quest or dialog would be in a state where the player cannot repeat it, possible solution would be, to be able to gain them back with mutation dialog, in case the character removed them. This either must be tracked somehow, or the quest variable must be known and if completed value(s) the perk can be taken from mutation dialog, otherwise player needs to do the proper way.

  • Gaining back Support Perk lost with Mutation:
    • How to gain back Support Perk that has been dropped but quest variable disables retake via dialogue. Need to check if such cases exists and take care in future about this.
    • Possible solution is to make extra dialog at campfire where you can ponder about your past and regain lost Support Perks if any fit the character requirements (including completed quest variable)
  • Educated:
    • Simply disable from mutation, so it cannot be abused to gain more skill points if taken early and leveling with it. This means that once taken, Intelligence cannot be lowered bellow 8 anymore. It will be a trap, so best is to change the meaning of the perk later on.

COMBAT PERKS:

  • Level requirements.:
    • A Combat Perk should only be droppable, if it does not have any higher level perks that depend on it, but not specifically on the perk it self, but their slot occupied in the level requirement flow.
    • Example:
      • Weapon Handling(level 3), Even More Critical(level 6), Silent Running (level 6), Stonewall (level 9)
      • Weapon Handling cannot be dropped due to any of the level 6 perks depending on it.
      • Even More Critical or Silent Running can be dropped, because they substitute each other for Stonewall level requirement.
      • Stonewall can be dropped since it's highest level perk.
      • Weapon Handling(level 3), could only be replaced with other level 3 perk, after dropping another perk and taking a level 3 instead. Once there are two level 3 perks (and still one level 6 at for Stonewall requirement) one of them can be dropped to be replaced.
      • After dropping Stonewall (level 9) (or Silent Running(level 6)) and taking Gain Endurance(level 12) no lower level perks can be dropped, because a level 12 perk requires at least 3 lower level perks. (due to regular character leveling mechanic)
  • Perk constraints:
    • Dodger:
      • Perk Dodger(2)
    • Lifegiver:
      • Perk Lifegiver(2)
      • Perk Lifegiver(3)
    • Lifegiver(2):
      • Perk Lifegiver(3)
    • Action Boy:
      • Perk Action Boy(2)
    • Medic:
      • Perk Field Medic

Comments:

@Sasabmeg Sasabmeg changed the title Mutation (reroll without reroll) New Feature: MUTATION (reroll without reroll) Jul 20, 2023
@Sasabmeg
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Sasabmeg commented Jul 24, 2023

BUG REPORTS:

BUGS IN TOOL:

  • General:
    • Hit Points not raising with new levels.
  • Sharpshooter:
    • Can take perk with lower IN than requirements. (Eybiss)

CONCEPT ISSUES:

@Sasabmeg Sasabmeg changed the title New Feature: MUTATION (reroll without reroll) [New Feature] MUTATION (reroll without reroll) Jul 27, 2023
@Sasabmeg Sasabmeg added the documentation Improvements or additions to documentation label Jul 27, 2023
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