Home » PLAYER'S HQ 1.13 » v1.13 General Gameplay Talk » Traits - detailed info what each one does ?
Traits - detailed info what each one does ?[message #364586]
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Mon, 18 April 2022 15:53
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Falk Schütze |
Messages:3
Registered:April 2022 |
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Hello all,
Id like to know what each Trait does. In FULL detail. The descriptions mostly arent really helpful in this regard and all of them are vague at best. After an extense search, I did not found a file that contained any info on these as I found for skills and backgrounds.
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Sociable
A: Better Performance when a couple of mercs are nearby.
D: Gains no morale when no other merc is nearby.
Question 1: 'Better performance'; what is that ? +5% to CtH with LMGs, is something I understand
Question 2: 'nearby'; what is 'nearby' ? within 10 tiles range, is something I understand
Loner
A: Better Performance when no other merc is nearby.
D: Gains no morale when in a group.
Question 1: same 'Better performance' and 'nearby' as above ?
Optimist
A: Morale sinks a little slower and grows faster than normal.
D: Lower chance to detect traps and mines.
Question 1: 'a little slower'; what is that ?
Question 2: 'grows faster'; what is that ?
Question 3: 'Lower chance'; what is that ?
Assertive
A: Bonus on training militia and is better at communicating with people.
D: Gains no morale for actions of other mercs.
Question 1: 'Bonus'
Question 2: 'is better at'
Intellectual
A: Slightly faster learning when self practising or as a student.
D: Lower Supression and fear resistance.
Question 1: 'Slightly faster'
Question 2: 'Lower'
Primitive
A: Energy goes down a bit slower except on assignments such as doctor, repairman, militia trainer or if learning certain skills.
D: Wisdom, leadership, explosives, mechanical and medical skills improve slightly slower.
Question 1: 'a bit slower'
Question 2: 'such as'
Question 3: 'certain skills'
Question 4: 'improve slightly slower'
Agressive
A: Slightly better CtH on burst/autofire and inflicts slightly bigger damage in close combat. Gains a little more morale for killing.
D: Penalty for actions that need patience like repairing items, picking locks, removing traps, doctoring, training militia.
Question 1: 'Slightly better'
Question 2: 'slightly bigger'
Question 3: 'a little more'
Question 4: 'Penalty'
Question 5: 'like'
Phlegmatic
A: Bonus for actions that need patience like repairing items, picking locks, removing traps, doctoring and training militia.
D: Interrupt chance is slightly lowered.
Question 1: 'Bonus'
Question 2: 'like'
Question 3: 'slightly lowered'
Dauntless
A: Higher supression and fear resistance. Morale damage for taking damage and companion deaths is lower.
D: Higher chance to be hit and enemy's penalty reduced when oneself is the moving target.
Question 1: 'Higher'
Question 2: 'lower'
Question 3: 'Higher chance'
Question 4: 'penalty'
Question 5: 'reduced'
Pacifist
A: Gains morale on non-combat assignments (except training militia).
D: Gains no morale for killing.
Question 1: 'Gains'
Malicious
A: Higher chance for inflicting stat loss, which may also inflict special painful wounds. Gains bonus morale for inflicting stat loss.
D: Penalty in communicating with people and morale sinks faster when not in battle.
Question 1: 'Higher chance'
Question 2: 'may'
Question 3: 'special painful wounds'
Question 4: 'bonus'
Question 5: 'Penalty in'
Question 6: 'sinks faster'
Show-off
A: Better performance when mercs of opposite gender are nearby.
D: Morale for mercs of the same gender grows slower when nearby.
Question 1: 'Better performance'
Question 2: 'nearby'
Question 3: 'grows slower'
Question 4: 'nearby'
Coward
A: Gains morale when retreating.
D: Looses morale when encountering numerically superior enemy forces.
Question 1: 'Gains'
Question 2: 'Looses'
Question 3: 'numerically superior'
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The best source would of course be a file where all that info is written in but like I said, I didnt found any whatsoever.
Sincerely.
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Civilian
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| Re: Traits - detailed info what each one does ?[message #364588 is a reply to message #364586]
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Mon, 18 April 2022 21:56 
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rftr |
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Messages:32
Registered:August 2020 |
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Now that you've asked, I got curious as well, so I took did a quick search through the code and made some notes:
general:
- all of the personality traits have some dynamic dialogue effects, but I am unfamiliar with this feature and can't explain more
- most of the numbers here are not actually flat percentage bonuses, but part of a larger, more complicated formula
CHAR_TRAIT_SOCIABLE
- "nearby" is 20 tiles
- note that mercs with the malicious trait are never counted as "nearby" for this trait
- IMP: not allowed to take xenophobic backgrounds at creation
- morale goes down to neutral faster when 0-1 mercs are nearby
- snitch chance modifier (see SOCIABLE_MERC_BONUS in Skills_Settings.ini)
- 5% bonus to not get uncovered as spy (hide/getintel assignment)
- 10% bonus to intel gained (getintel assignment)
- 8% bonus to create a turncoat
- 10% effectiveness to being a spotter
- 10% effectiveness to receiving spotter bonus
- 10% bonus to administration assignment
- 25% bonus to successfully steal (scrounging background)
- when 1 merc is nearby:
- +2% chance on skill checks
- +2% chance to hit
- +2% chance to hit hand to hand (approx.)
- +2% chance to dodge hand to hand (approx.)
- when 2+ mercs are nearby:
- +5% chance on skill checks
- +5% chance to hit
- +5% chance to hit hand to hand (approx.)
- +5% chance to dodge hand to hand (approx.)
CHAR_TRAIT_LONER
- "nearby" is 20 tiles
- note that mercs with the loner trait can tolerate ONE other loner around (ie, two loners nearby count as 0 to each other)
- IMP: not allowed to take backgrounds that provide leadership bonuses
- morale goes down to neutral faster when 1+ mercs are nearby
- snitch chance modifier (see LONER_MERC_BONUS in Skills_Settings.ini)
- 10% penalty to intel gained (getintel assignment)
- 4% penalty to create a turncoat
- 10% penalty to administration assignment
- 5% penalty to successfully steal (scrounging background)
- 10% penalty to being a spotter
- 10% penalty to receiving spotter bonus
- when 1 merc is nearby:
- +2% chance on skill checks
- +2% chance to hit
- +2% chance to hit hand to hand (approx.)
- +2% chance to dodge hand to hand (approx.)
- when 0 mercs are nearby:
- +5% chance on skill checks
- +5% chance to hit
- +5% chance to hit hand to hand (approx.)
- +5% chance to dodge hand to hand (approx.)
CHAR_TRAIT_OPTIMIST
- morale goes down to neutral slower (see MORALE_MODIFIER_OPTIMIST in Morale_Settings.ini)
- morale rises to neutral faster (see MORALE_MODIFIER_OPTIMIST in Morale_Settings.ini)
- 50% chance to be able to only detect level 1 traps, otherwise effective trap level that can be detected -2
- 2% bonus to administration assignment
- 5% bonus to successfully steal (scrounging background)
CHAR_TRAIT_ASSERTIVE
- 30% bonus to interrogation as a prison snitch
- 10% bonus to training militia
- no morale change for events that they are not in sector for
- 5% bonus to intel gained (getintel assignment)
- 5% bonus to create a turncoat
- 8% bonus to administration assignment
- 15% bonus to successfully steal (scrounging background)
- 5% bonus to leadership when attempting to recruit a volunteer
- +50 bonus to threatening people
- +50 bonus for an NPC to be willing to talk to the merc
CHAR_TRAIT_INTELLECTUAL
- 10% bonus to self practice assignment
- 10% bonus to student assignment
- -2% penalty to suppression resistance
- +15% penalty to suppression shock level
- 15% bonus to administration assignment
CHAR_TRAIT_PRIMITIVE
- 10% slower max breath reduction when self training or as a student (HLT/STR/DEX/AGI/MRK)
- 10% slower max breath reduction on assignments that are not doctor, repair, training self, or training militia
- 10% chance to not receive stat gain points for WIS/MED/MEC/EXP/LDR
- 15% less breath consumption
- 10% penalty to intel gained (getintel assignment)
- 15% penalty to administration assignment
CHAR_TRAIT_AGGRESSIVE
- 10% less HP healed as doctor
- 10% less cleaning/repair effectiveness (repair assignment)
- 5% penalty to training workers
- 5% penalty to training MED/MEC/EXP when self training or as student
- 5% penalty to training militia
- is affected by inactivity sooner (see MORALE_PLAYER_INACTIVE_DAYS_AGGRESSIVE_BONUS in Morale_Settings.ini)
- bonus morale gained when killing or dealing high damage (see MORALE_MODIFIER_AGRESSIVE_VIOLENT_ACTION in Morale_Settings.ini)
- 10% penalty to lockpicking, bomb planting, bomb disarming, and attaching items
- +10% chance to hit when burst firing or full-auto firing and not using any aim clicks
- 4% penalty to administration assignment
- 15% penalty to successfully steal (scrounging background)
- 5% penalty to create a turncoat
- 10% damage bonus in hand to hand
CHAR_TRAIT_PHLEGMATIC
- 5% more HP healed as doctor
- 5% bonus cleaning/repair effectiveness (repair assignment)
- 5% bonus to training workers
- 5% bonus to training militia
- can ignore one merc with the showoff personality trait within 15 tiles
- 5% bonus to lockpicking, bomb planting, bomb disarming, and attaching items
- 5% penalty to administration assignment
- 5% penalty to successfully steal (scrounging background)
- 2% penalty to create a turncoat
- 10% longer reaction time when determining interrupt chance
CHAR_TRAIT_DAUNTLESS
- reduced morale drop when bad things happen (see MORALE_MODIFIER_DAUNTLESS_SQUADMATE_DIED, MORALE_MODIFIER_DAUNTLESS_SUPPRESSED, MORALE_MODIFIER_DAUNTLESS_TOOK_LOTS_OF_DAMAGE, MORALE_MODIFIER_DAUNTLESS_TEAMMATE_DIED in Morale_Settings.ini)
- +2% suppression resistance
- -15% bonus to suppression shock level
- +5% chance to be hit
- +5% chance to be hit in hand to hand
- 13% penalty to successfully steal (scrounging background)
- 3% bonus to create a turncoat
- movement dodge bonus reduced by 33% (this translates into a chance to hit bonus for the shooter)
CHAR_TRAIT_PACIFIST
- 60% chance to gain morale when on doctor, repair or teaching assignment
- 20% chance to gain morale when training self, student, on snitch->spread propaganda, or on snitch->gather rumours assignment (see MORALE_PACIFIST_GAIN_NONCOMBAT in Morale_Settings.ini)
- is affected by inactivity later (see MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS in Morale_Settings.ini)
- reduced morale gain from killing, dealing high damage, winning a battle, witnessing a hated merc die (see MORALE_MODIFIER_PACIFIST_VIOLENT_ACTION in Morale_Settings.ini)
- no morale loss from fleeing a battle
CHAR_TRAIT_MALICIOUS
- morale goes down each hour when not fighting (see MORALE_MODIFIER_MALICIOUS_HOURLY_DECAY in Morale_Settings.ini)
- does not count as a "nearby" merc for mercs with the sociable personality trait
- +8% critical hit chance
- critical aimed torso/leg shots become malicious hits, which cause high breath loss and cause the target to fall down
- gains morale on malicious hits (see MORALE_MALICIOUS_HIT in Morale_Settings.ini)
- -50 penalty for an NPC to be willing to talk to the merc
CHAR_TRAIT_SHOWOFF
- mercs of the opposite gender provide 1 point (ugly mercs are 0, babe mercs are 2)
- other same-gendered mercs receive a morale penalty when a showoff is within 15 tiles (see MORALE_MODIFIER_SHOWOFF_AROUND in Morale_Settings.ini)
- 3% penalty to administration assignment
- 8% penalty to successfully steal (scrounging assignment)
- 4% bonus to create turncoat
- "nearby" is 20 tiles
- when nearby 1 point of opposite gender mercs:
- +2% bonus to all skill checks
- +2% chance to hit
- +2% chance to hit hand to hand (approx.)
- +2% chance to dodge hand to hand (approx.)
- when nearby 2 points of opposite gender mercs:
- +5% bonus to all skill checks
- +5% chance to hit
- +5% chance to hit hand to hand (approx.)
- +5% chance to dodge hand to hand (approx.)
CHAR_TRAIT_COWARD
- is affected by inactivity later (see MORALE_PLAYER_INACTIVE_DAYS_PACIFIST_BONUS in Morale_Settings.ini)
- no morale loss from fleeing a battle
- gain morale for fleeing a battle (see MORALE_RAN_AWAY_COWARD in Morale_Settings.ini)
- lose morale for entering a sector with enemies in it (see MORALE_ENEMYGROUP_COWARD in Morale_Settings.ini)
- 5% penalty to get uncovered as a spy (hide/getintel assignment)
- 7% penalty to create a turncoat
- 7% penalty to administration assignment
- 25% penalty to successfully steal (scrounging background)
- 2% penalty to explore assignment
[Updated on: Mon, 18 April 2022 22:18] Report message to a moderator
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Private 1st Class
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| Re: Traits - detailed info what each one does ?[message #365625 is a reply to message #364588]
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Mon, 07 August 2023 15:29
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emps |
Messages:3
Registered:November 2018 |
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Where could I find these traits in the folders? I have been looking for them for while now, becaus I want to mod them and would very much appreciate if you could point me to their location.
Also, does anybody know if there is a general autofire penalty anywhere? I want to increase it, because autofire/burrst is the way to go in most situations.
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