>11953143 -–-– We're Not Gonna Take It (CAP: >11953295)Īccess through Tor http: //jthnx5wyvjvzsxtu.onion/qresearch/catalog.html >/projectdcomms/ & Q's Trip-code: Q !!Hs1Jq13jV6 VINCIT OMNIA VERITAS | SEMPER FIDELIS | WWG1WGA "We hold these truths to be self-evident: that all men are created equal that they are endowed by their Creator with certain unalienable rights that among these are life, liberty, and the pursuit of happiness." We neither need nor condone the use of force in our work here.
We do battle in the sphere of ideas and ideas only. After that’s finished, we want to start on an item system and possibly colonist skills.We are researchers who deal in open-source information, reasoned argument, and dank memes.
Our goal for the next patch is to polish up the fighting system with animations and memories. Timers now default to being finished, this fixed some random issues. Doors will more consistently be unwalkable when not powered, offline, and broken Fixed a bug where multiple AI states were occurring at the same time Added some negative morale perks: depressed, saboteur, and maniac Added new random perks: pacifist and aggressive Colonists will now sleep for longer, and always for at least 30 minutes The intent is for the player to recognize the basic idea of a perk without having to mouse over and reveal the tooltip. So depression might be acquired at morale -10, but it requires morale of +25 to be cured.
The morale value required to remove the perk is different from the morale value to acquire it. This colonist will fight any colonist they see to the death. Maniac - Requires -999 aggression to fight and kill.
I implemented a system where colonists can randomly acquire perks based on their morale level.ĭepressed - Doesn’t work, moves slower, increased sleep need, only talks about sad things. (how could an attacker catch up, for example). I didn’t want a fleeing colonist to run faster or slower than an attacker, because it wouldn’t make much sense. The intent behind this is so that the player can more easily see that a colonist is fighting. When in combat, the movement speed of all colonists is slightly increased. The intent with the aggression system is for small fights to provide a warning to the player before they escalate into murder, and to prevent needless suicidal rages. Health Check - If health is too low, stop fighting, and flee. Instigate Fight - When a colonist sees another colonist, and starts fighting.įight Back - After being attacked, should the colonist fight or flee?Īttack Unconscious Colonist - Should the colonist continue to fight, even when the other colonist is incapacitated? More specifically, there’s several stages of combat, each controlled by aggression (in no particular order):
They’ll stop fighting if they become too injured (unless they’re really angry). So a colonist will fight their best friend if they’re really really angry. A colonist with high aggression will fight, and a colonist with low aggression will flee.Īggression is calculated based on: Health + Anger + Morale + Relationship. Using weapons will decrease anger.Īggression is the “thing” that controls a colonist’s actions during combat. Getting punched or seeing an enemy will increase anger. +100 is when a colonist is as angry as possible. Internally, anger is a need, like hunger or sleep, but it’s not shown to the player.Īnger has a value between -100 and +100. While others could have an increased chance of crippling, like a baseball bat. Some weapons could have a higher bleed chance, like a knife.