Claymores Edition Release!
<<<<<<< TERMINAL 54>>>>>>>
ENCRYPTION KEY - FKZYFBYJOQ
!! INSECURE CONNECTION !!
Transmitted 2 years ago :: Updated 2 years agoStatus Report
DPIP IS Constipat concerned
Did you hear that? Hm. It must have been the wind.FTTZT... Is this thing on?
Hello there! Winter is upon us, isn't it? Oh, wait, I'm getting something in my earpiece. Oh. Keh... Kerah? And it's been going on for a while now? Well! We hope you on the planet have been having a good Kerah!
We hope you've been enjoying the gifts from the advent calendar throughout the month!
Sometimes, it must feel like the months drag on and on, and other times they must go by like the flash of a laserbeam. Speaking of laserbeams, we've beamed in a bunch of new and shiny things for you to see and explore!
Stats, Levels, and Skills
All of these are now using the Claymores and Companions extension! Skills now have their own little information pages, as do Stats. The biggest change that you'll notice about this system is that Skills are no longer automatically generated for each colonist.
The way levels, stats, and skills are processed in the back end is leagues different from the way it was before. Stats are no longer simply columns in the database and experience, health, and skill bonuses are no longer going to be character currencies. This allows for greater freedom in expansion in the future though, as always, if you notice anything incorrect or broken please let us know immediately via the bug report function or on the discord!
When you view the page of a colonist who hasn't had their skills initiated yet, those skills will show up as question marks. If these are your own colonists, the question marks will be links to the Leveling Area of that colonist.
Leveling Area
Up top might not look very different from what you're used to in the level up page from before. As before, you'll need whelps to have adult designs in before moving to Level One, but overall it's fairly similar.
The differences come when you scroll a bit down. When you level up, you're given available stat points to add into different stats of your choosing. You can't go over the max stat base of your level, 20, but you don't have to lose those points or worry about stat overflow currency bogging down your colonist's bank! The text "Level" means how many times that stat has manually been increased. Stats can be temporarily modified currently by attaching gear or weapons to the colonist in question. These bonuses aren't inherited in breeding and they can be unattached from the colonists after a short cooldown.
Next up: Skills! As we said above, skills don't come automatically initialized. However, if you hit the "Initialize Skill" button of stats you believe this colonist will use, it will initialize the skill for that colonist without any admin input necessary. Once initialized, they'll look a little something like below, minus the cog wheel. The numbers in parentheses are first the bonuses applied and secondly the stat modifier from strength. This includes all gear or currency that may apply to the stats in question.
Classes?
Have you ever wanted to have your colonist specialize in anything in particular? Does your belemoid prefer foraging while your tsabhua can't get enough of the mines? Do you have one colonist who you use to heal every time? Have them enter a class!
Each class has two stages. Read about them here! The first is to train and learn from a Native or NPC Professional (coming soon!) and become an Assistant for that class. Then, Assistants can go for the second stage and become full fledged members of that class, earning them benefits such as extra rolls or bonuses to Native encounters.
Classes require certain stat levels in order to obtain them. The Assistant level usually has a smaller stat requirement than the full Class. This is just in case you want to get the last bit of XP for a level from your submission in the first stage ;)
back up - Gear and Weapons?!
Y..yes. Gear and, ahem, weapons. Some will be restricted to certain classes, others will be free for any colonist to have and hold til death do they part. There will be more as time goes on, but enjoy what there is in the meantime! You'll be able to craft these with recipes or you may even find full gear or weapons from Investigations.
Those Natives sure like to gift random things, don't they?
There's... an odor.
You might be smelling the influx of Animals spotted around Xiunus. Animals... that are domesticated! Some of these little guys can even grow attached to your colonists and start following them around as pets! These can be found while out and about doing activities, but they can be tricky to come across!
As always.
Please let us know if you notice any errors or oddities! The move from the old Leveling/Stats/Skill system to the new one was a massive undertaking and there's every possibility I've missed one or two places that were using the old system.
We love you and hope you have a much better 2022 than 2021 was!