You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Define butchery steps in JSON with skill/difficulty multipliers for later in-game tweaking*
So that time for a step is driven by the factors and the creatures Mass/Volume and
the quality of tool being used.
'ToolFactor' defines the bonus to output from higher quality tools
Better tools should slightly reduce time taken but also increase outputs.
Define butchery steps by which product types they produce
Allow special results, i.e, field dress should extend the carcass's lifetime
Definition of Requirements (rope, flat surface) for steps
Allow steps to define bonuses/penalties for having performed prior steps
So that Quartering first reduces the value of Skinning later.
This could be implemented via temporary flags.
Each step should be an Activity so that it can paused & resumed later without issue.
Current data is designed skinning around a Moose taking around 2 hours for an experienced (Level 10) hunter.
[*] - Global difficulty modifiers can just increase/decrease the factors
The text was updated successfully, but these errors were encountered:
Implement Butchery as a data driven framework.
So that time for a step is driven by the factors and the creatures Mass/Volume and
the quality of tool being used.
Better tools should slightly reduce time taken but also increase outputs.
So that Quartering first reduces the value of Skinning later.
This could be implemented via temporary flags.
Current data is designed skinning around a Moose taking around 2 hours for an experienced (Level 10) hunter.
[*] - Global difficulty modifiers can just increase/decrease the factors
The text was updated successfully, but these errors were encountered: