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Trait Tweaks/Fixes #401

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merged 4 commits into from
Jan 22, 2025
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Kelprunner
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About The Pull Request

Title, basically. Largely just some grammar/spelling fixes, but also some balance changes. Specifically gives the Specialist skill traits level 4 (expert) skill instead of 3 so there's no overlap with Jack of all Trades.

Why It's Good For The Game

Makes it so each of the job-specific traits stands out more and isn't almost objectively inferior to Jack. The gear you spawn with is... Nice? But almost all of it takes less than 10 minutes to get, or is a bit niche in use.

Changelog

🆑

  • Typo fixes in traits
  • Slightly reworded some traits to make their effect clearer, or easier to read
  • Slightly buffed the specific skill traits to make them more appealing over Jack of all Trades
    🆑

@DerFlammenwerfer DerFlammenwerfer self-assigned this Jan 17, 2025
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@DerFlammenwerfer DerFlammenwerfer left a comment

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To further separate the specialist quirks from JoaT, consider giving these quirks access to the tailoring/smithing traits that allow you to craft items with quality levels. Otherwise, having Expert instead of Journeyman really doesn't have much effect.

I'd also like a trait added to Green Thumb that further increases crop yield on harvest. In fact, I may even make it so skill level increases crop yield directly instead of having an RNG chance to increase it by 1.

@Kelprunner
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Should be good to merge. I don't have the knowledge to rework the farming rewards and the smithing traits should wait until the forging rework is in. Probably going to make two variants of it due to how the quirks work? That, or pester Yackem for an alternate version.

@Loldaddy5676
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If you can, is it possible to make them incompatible with the jack of all trades trait, so they can't just take both plus the rest of the crafting options. Similar to the vegetarian and can't taste traits

@Kelprunner
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If you can, is it possible to make them incompatible with the jack of all trades trait, so they can't just take both plus the rest of the crafting options. Similar to the vegetarian and can't taste traits

I mean... I probably could figure it out, though I don't quite see why? I'm pretty sure Jack has priority for skill adjustment. And Jack is 3 points, so you'd be paying 4 for a lot of averages and 1 or 2 experts. Also, why is Vegetarian and Ageusia mutually exclusive? One's an inability to physically process meat and the other's just the inability to taste...

@Loldaddy5676
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If you can, is it possible to make them incompatible with the jack of all trades trait, so they can't just take both plus the rest of the crafting options. Similar to the vegetarian and can't taste traits

I mean... I probably could figure it out, though I don't quite see why? I'm pretty sure Jack has priority for skill adjustment. And Jack is 3 points, so you'd be paying 4 for a lot of averages and 1 or 2 experts. Also, why is Vegetarian and Ageusia mutually exclusive? One's an inability to physically process meat and the other's just the inability to taste...

Don't know why they made it like that, but my reasoning is because people have been taking all of those quirks since it basically reduces the usefulness of the towner roles. So either they can specialize in one specific area, or basic in all of em.

@DerFlammenwerfer
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Don't know why they made it like that, but my reasoning is because people have been taking all of those quirks since it basically reduces the usefulness of the towner roles. So either they can specialize in one specific area, or basic in all of em.

I don't see any reason to make them exclusive. At the end of the day, you're either sacrificing points or sacrificing positive quirk slots.

@DerFlammenwerfer DerFlammenwerfer merged commit bb88286 into StoneHedgeSS13:main Jan 22, 2025
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3 participants