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Going medieval
Going medieval










For example: Night Owl will tend to have positive interactions at night, and Sun Seeker will have it while the sun is shining. Positive interaction will be buffed if settlers wear quality clothing, are drunk, or have perks for specific situations.The amount of positive/negative value is determined by settlers' attributes and affected by some perks (such as “Ill Favored”, “Ruthless”, “Disfigured”, etc.).Interactions can have several different results - they are essentially positive and negative small talks.Social interactions can’t occur if one of the settlers is drafted or is sleeping.The outcome of conversations is determined by the speechcraft skill, difference in age, difference in religious alignment, affection amount, some attributes, and some randomness.Settlers now get +3xp in speechcraft for every conversation.Some perks (like “Contemplative”) might influence the number of conversations they have. Settlers can have a conversation every few hours.Settlers will turn their head towards social interaction target when in range, to acknowledge them. This way, social interactions will not disrupt the tasks of your settlers or the flow of the gameplay. All interactions are instant and not accompanied by additional animations.

going medieval

The system is currently reserved for human interaction only, but we plan to expand it to animals, too. Social interactions Settlers will interact with each other when they are close to one another. Stockpile resources are now counter by pile tracker even if they are unreachable by settlers.

going medieval

Only WASD, camera pan, and right-clicking will disable the camera follow feature Pressing ‘Tab’ on your keyboard while camera follow is active will jump the camera to the next thing and continue following that thing as well. Now, the camera follow feature will not “drop” while rotating, tilting, and zooming the camera.

going medieval

The camera following settlers feature has been improved.You still can have a lvl 50 int and lvl 50 speechcraft settler that if he/she is a zealot all settlers will become zealots over time. Belief attributes are influenced by speechcraft and intelligence (a more intelligent settler has a greater chance of influencing belief change in the other settler in the conversation, while greater speechcraft has a lesser chance to fail at the conversation (sending an opposite effect to the targeted settler). The chance for this type of conversation to occur is increased if settlers are praying or if they are zealots. The belief conversation system has been redone.












Going medieval