Few questions i am unable to find answers to - please, help!

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Few questions i am unable to find answers to - please, help!

1. What year is it?

2. What exactly "defense" does?

3. What "morale effects" does?

4. What are encumbrance limits?

5. Can Philip be banned from DMC for instant-killing a DMC guard?

6. Will intensive GPS usage increase number of "very urban" tiles on the map?

7. When exactly "Vulnerable" status starts to work when Philip runs away in combat?

Details to clarify each question are under the spoiler. Thank you for any help!

Spoiler: Highlight to view
1: i mean, what year is it when Philip's adventure starts? I am able to see day of the month and which month it is when i have working (unlocked) electronic device in his hand, by hovering over "weather" icon; but it does not tell me which year it is.

2: wiki mentions defense on few occasions, like in description of Elusive skill, but what exactly the effect of that +20% to defense?

3: morale effects is another "mystery" stat for me. Wiki lists it here and there, like +30% morale effects for Tough skill...

4: wiki says "Strong" gives +50 kg "encumbrance limit". But what is the default? And what is the amount Philip can carry while still having "Unburdened" status - i.e. with no penalty to movement, assuming perfect helth and no "can carry less" effects on him, with and without "Strong" skill?

5: i mean specifically this situation: Philip meets a lone DMC guard, identifies him right away before taking any action as a DMC guard, and then makes a combat move which instantly kills DMC guard during very 1st turn. I am at the point in my game when i can actually do this, sometimes, and it's the only way to get armor in the game, apart for hoping to find "dead but not much looted" DMC guard. But i don't want to get banned from DMC (not yet). Is there any chance to have Philip banned from DMC for doing such kill(s)? What if there is another DMC guard in nearby tile - can he "see" the event and "report" Philip as a criminal?

6: GPS allows to "search" for "very urban" tiles within not-yet-opened areas of the map. What if one uses GPS very much with most map not revealed yet? Will it increase number of "very urban" tiles, or does GPS only shows ones which would be there anyway, exact same number and locations of such tiles?

7. there is that universal command "Run!" in combat, available when not slowed by equipped vehicle. It makes Philip vulnerable. But _when_ exactly it does? Example: combat starts, Dogman is the enemy, distance = 1. Very 1st action Philip selects is "Run!" (or even "Sprint!" if having Athletics). Very 1st action Dogman selects - same turn - is "Attack". So what i puzzled by is whether this 1st Dogman's attack would be calculated as one against "vulnerable" Philip, or will it be as one against "not yet vulnerable" Philip?

... our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

1. I believe the year is 2021.

2. Defense allows you to take more hits in a fight.

3. makes you stronger.

4. The amount of damage you can take in a battle.

5. You get exiled if the guard calls in a drone.

6. No.

7. If you run first, then the dogman's attack will be counted as against you when you are vulnerable.

I am stalking you

Spoilers ahead ;)

Spoiler: Highlight to view
1. The year is 2064

2. It is used in somewhat complicated combat math. Player does not really need to know what it does, past the fact that the higher, the better ;)

3. There are two kinds of morale, hidden and active. Both, in different ways, defines how creatures see their target strength vs their own - if their morale is high and target's is low, they will prefer to attack. Otherwise, they may choose to run away.

4. Hmmm, I don't actually recall how much is it, so consider this an educated guess - general, unmodified is around 100, with "burdened" showing around half-way point and "struggling" around 75% point. Mind that a lot of statuses (bloodloss, hunger, thirst) affect it as well, so it will be dynamically changing as you go.

5. He will get banned if he is seen being hostile. So killing a lonely guard won't get him banned, but if another guard sees that, or the guard attacked manages to call for support, then Philip is screwed.

6. ???. But since the hexes are dynamically generated at random as you travel, it would not matter either way.

7. As soon as it appears.


<--Mighty (mini)Mod of Doom-->
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Kaaven - mightily done!

Since we do spoilers, i'll clear up #6 and few other points under the spoiler again. If you have bit more time... With few side comments, too. /blush

Spoiler: Highlight to view
1. Now i can do proper Philip's diary with proper dates. Woohoo!

2. Sigh... Ok. But can you at least tell me if higher defense is good for surviving against both ranged and melee attacks, or only against melee ones?

3. Ah, so it's sort of "scaryness", "intimidation" stat. Nothing else? No slightly faster wounds heal for higher morale, for example? Anything? =)

4. Yes, i fully realize illnesses / hunger / etc will reduce actual carrying capacity. But, 100? Means feeble can carry TWICE less weight (and considering "absolutely required" items in continuous usage - even ~3...5 times less weight in terms of "loot for sell")? Your answer made me really curious. I think i'll test it in detail and present my findings here later today.

5. Just to clarify: that "other DMC guard" can see Philip killing the 1st guard even while that "other DMC guard" is NOT in the same hex with Philip (and potentially is even 2...4 tiles away, as long as he sees what happens within Philip's tile when Philip kills the 1st guard, light/weather permitting) - correct?

6. Clarifying: the suspicion is this - i give Philip lots of charges and GPS, go out of DMC and spam GPS all day long searching for "urban" tiles. As they appear on the map by the time GPS used, - iirc, do they, - those particular tiles will NOT be randomly generated normal way (with Philip walking to see them in vicinity), and thus will be excluded from the "total number of tiles which will be randomly generated". And since all those "found by GPS" tiles are urban and massively scavengeable - heavy use of GPS would end up creating "more urban" map in the end than without it. Is this correct suspicion? I might actually want to avoid using GPS (much) if this is the case. But if it's not, i'd probably spam it for days or even weeks at some point of the game, while being not far from the DMC.

7. In the combat log, you mean? Gotcha. Simple thing. I'm feeling very dumb here - about not realizing i need to check there 1st... /facepalm

... our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

Ok, so i tested encumbrance limits in the current 1.14 version of the game (full game, no mods whatsoever). The results are:

Spoiler: Highlight to view
In all tests no vehicle was used - items only on character, in hands and in the backpack slot. Total weight of ALL items was summed up, up to and including 0.01kg Bronze Talisman on the neck.

Tests were done by scavenging during day 1 within one tile next to Cryo lab and then around Zom-Zom's. For all tests, character's health is perfect: no wounds or infections of any sort. Conditions of status bars are listed per each test. Skills selected are ones least likely to affect carrying capacity in any "hidden" way, even if there would be something like it. The only conditions present in all tests were "barefoot", "camp benefits" and "shivering", no other positive or negative conditions were present.

4.1. Feeble can carry 13.74 kg without movement penalty due to encumbrance.

//details for this particular measure:
skills are Feeble + Lockpicking + Hacking + Botany + Ranged + Hiding, with 4 skill points not spent
health is: perfect health, no wounds of any sort, day 1.
status bars at the time of checking maximum no-penalty carrying capacity: sated hunger, slaked thirst, well-rested, unburdened, shivering, unhurt.
Adding 0.01kg item to the character to make the total weight of items = 13.75 kg results in "burdened" status, reducing maximum moves by 1.

Due to weather change and loss of sleeping bag (after retreating from a fight to remain unhurt) it was impossible to wait for when shivering would end, given equipment at hand.

4.2. Non-Feeble and non-Strong can carry 24.99 kg without movement penalty due to encumbrance.

//details for this particular measure:
skills are Lockpicking + Hacking + Ranged + Hiding, with same 4 skill points not spent.
health is: perfect health, no wounds of any sort, day 1.
status bars at the time of checking maximum no-penalty carrying capacity: sated hunger, slaked thirst, well-rested, unburdened, shivering, unhurt.
Adding 0.01kg item to the character to make the total weight of items = 25.0 kg results in "burdened" status, reducing maximum moves by 1.

Funny thing - the character found enough items to enter "burdened" state at exactly "shivering" state and with a Bad Mutha on a nearby tile, while the character had 0 moves left. Thankfully it'll be easy enough to get "Shivering" while doing the test for "Strong", to keep everything the same.

4.3. Strong - can carry 37.49 kg without movement penalty due to encumbrance.

//details for this particular measure:
skills are Strong + Ranged + Electrician, with same 4 skill points not spent.
health is: perfect health, no wounds of any sort, day 1.
status bars at the time of checking maximum no-penalty carrying capacity: sated hunger, slaked thirst, well-rested, unburdened, shivering, unhurt.
Adding 0.01kg item to the character to make the total weight of items = 37.50 kg results in "burdened" status, reducing maximum moves by 1.

Additionally, during the test for Strong character, i was lucky to find a lighter early, and with it (and Strong skill itself) i found great many items during Day 1 fast, including ~20 kg of stones and pebbles. By the time i had enough weight to see "burdened" status and stripped Philip down to cool to "shivering", two bad muthas attacked me during their turn. Both started at 20+ range from Philip, and i easily killed both without taking a scratch - using sling and pebbles (Ranged skill is my favorite ;) ). They both had rifles, but no ammo (that "phew!" moment after 1st combat round, hehe). And very next turn - yet another pair of Bad Muthas attacked, and once again i killed them both with pebbles, without Philip being hit even once. One of them dropped Yukon backpack, making even more detailed tests possible! And, after this second fight one of status bars changed: "well rested" changed to "tired". Using this opportunity, i once again calculated encumbrance limits by summing up all items' weight and narrowing down loads to 0.01 kg; the results were:

with Strong skill:
- "burdened" = 37.50+ kg (-1 to moves per turn)
- "struggling" = 75.0+ kg (-3 to moves per turn)
- "overloaded" = 150.0+ kg (immobile)

// "overloaded" status was achieved by holding one 85 kg corpse in one hand, 21+ kg makeshift sack in another, 35+ kg Yukon backpack on Philip's back (chopped two corpses and used medium meat chunks as "weights"), rifle on his shoulder, and equipped clothes' pockets filled with stones. So, 149.99 kg is the game's absolute limit for carrying weight without any vehicle.

And, obviously from the above, "tired" and "shivering" conditions do NOT change encumbrance limits at all.

I also repeated the feeble test once again, because Feeble test produced rather strange result of having exactly 55% of the default maximum "unburdened" load (13.75 = 55% of 25 kg), but the result is very same - 13.74 kg with no penalty, 13.75 gives "burdened" and -1 movement. This time this was measured with everything being very same as in the beginning of this spoiler, except instead of "Shivering" Philip was "Hypothermic". It seems carrying capacity does not depend on how frozen Philip is, at all.

I then went further to gather more items to see when Feeble Philip will turn to "struggling" condition, but got him hurt by falling ceiling, results in 2 minor cuts and 1 minor bruising. So then i calculated his "burdened" treshold - it changed indeed, to 13.45 kg. Seems -0.1kg for each "minor" trauma.

Being stubborn, i did Feeble one more time to see how much for "struggling" with unhurt and Feeble. The result is 27.50 kg, and it was measured everything else being the same as 4.1 Feeble test above, except this time Philip was "freezing" instead of shivering. This completely clarifies current game's encumbrance system, and i add results below this spoiler.

I managed to find out precise encumbrance limits for Feeble, normal and Strong characters with certainty. Here:

- "Burdened" (-1 moves per turn) when: 13.75+ kg for Feeble, 25.0+ kg for normal, 37.5+ kg for Strong;
- "Struggling" (-3 moves per turn) when: 27.5+ kg for Feeble, 50+ kg for normal, 75 kg for Strong;
- "Overloaded" (immobilized) when: 55+ kg for Feeble, 100+ kg for normal, 150+ kg for Strong.

This system should in fact be considered with the understanding that much of carrying weight will be "used" by items which Philip needs "at all times" and which are "not for sell", mid-game and late-game. I estimate minimum weight for such a "must have" set of items as 13.7 kg. Complete list of those items (using lightest options where IMHO rational) is under the following spoiler.

Spoiler: Highlight to view
Weight listed is for all items of the sort together when more than one.

Hoodie + multi-tool in its pocket: 0.62 kg
Black/Gray Shirts x3: 0.75 kg // those also protect arms a bit, unlike lighter T-shirts
Black Cargo Pants: 0.35 kg
Hide Glove x2: 0.30 kg
Hide Tunic: 1.0 kg // at least for autumn/winter times, to prevent hypothermia
Running Shoe x2: 0.54 kg
Crowbar with Strap: 2.78 kg // over a shoulder, for extra loot chance when scavenging
Duffel Bag: 0.59 kg // over another shoulder
"Pharaoh" Sleeping Bag: 1.36 kg
Water Tester: 0.15 kg // with this thing, it's possible to go around without any bottled water on character
Smartphone: 0.48 kg // carrying 6 batteries with charges for water tester, GPS and (if needed) LAMP
Arrows x20: 0.6 kg // can get risky if going around with way less than 20, especially if not Ranged character
Compound Bow: 1.75 kg // in one hand
Plastic Bottle with Whiskey x12: 0.53 kg // to disinfect wounds, better safe than sorry
Clean Rags x6: 0.9 kg // it's way wrong to die to blood loss after some "barely survived" fight, isn't it
Yukon Backpack x2: 1.0 kg // one in other hand, and one more in backpack slot

Total weight of the above items: 13.7 kg.

Few items in this list may be seen as "can go without" by some players late-game, but on the other hand, this list does not include weight of any food carried around to "eat later", convinience items like shards, paper, strings and lighters, and any bottled water. Overall, i guess this is quite reasonable list for "experienced Philip" in terms of its weight, give or take few kilos.

Therefore, Feeble characters will have no capacity (~0.05 kg, oh my) left in terms of weight of "loot for sell" if they wish to stay as mobile as possible. When taking any many items for selling them, Feeble character will need to go with "Burdened" penalty, which i believe not only slows them down, but also make them tired faster.

Normal characters will have nearly 11 kg of weight for "to sell" items available before they get "burdened" penalty.

Strong characters will have nearly 23.5 kg for the same purpose.

Therefore i conclude that "Feeble" means faster exhaustion of the character and -1 movement speed on the map pretty much at all times when searching for loot to sell, and no practical ability to haul more than ~14 kg of "loot for sell" - because "Struggling" is too harsh a penalty (-3 movement); while "Strong" means more than double amount of loot (item grid permitting) possible to carry without any movement penalty, in compare to default character.

Dramatic differencies to normal character indeed!

... our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr

Kaaven covered the initial question, but here's some answers to your corrections:

Spoiler: Highlight to view
2. Yes, to both. It's just that, as Kaaven says, so many different things are taken into account that it's simply too complex to accurately analyze it. But it does help defend you against all kinds of damage.

3. Nothing to do with the healing process, no. I suppose in a simplified way you could consider it the process by which AI "subjectively" calculates its chances when it encounters others or when in combat with others.

5. This is an educated guess: No one can see you killing a guard 2-3 kilometers (hexes) away from them. ;) It just doesn't sound plausible, I can't think how (or why) that would be coded to be that way, and I've never encountered it or heard of the dev or any player mention such a situation. So, no. You will get banned if you are facing 2 guards, are hostile to them (killing or not is unimportant), and at least one of the two guards manages to escape the encounter and/or has time to "call home".

6. What Kaaven said. I don't think it matters whether the hexes get generated with the help of GPS or by the normal process of your traveling, they are being randomly generated either way. It should make no difference.


NEO Scavenger: FAQ
10 Ways (not) to Die - A beginner's guide

Now everything is crystal clear, linibot. Appreciated!

About #6, though - i understand what you're saying, but i can't fathom how can it be true, in the same time... Something does not compute, at least for me. Details, if you're any interested:

Spoiler: Highlight to view
We know for sure hexes are generated the moment Philip "sees" them for the 1st time - this is 100% so. Therefore, the invert is also true: any given hex is NOT generated until Philip sees it. So, presumably, each given hex has a chance to end up being "big city tile". With tall buildings and all.

Now, Philip uses GPS and "sees" one distant tile which was black (non-seen) prior to Philip using GPS. Now, compare those two possibilities:

1. Possibility for that specific tile to be generated as "big city" tile = 100% when Philip uses GPS (since this is what GPS does);

2. Possibility for that specific tile to be generated as "big city" tile = X% (way under 10%) when Philip just walks to see it with his own eyes, instead of using GPS to reveal it.

So then, just integrate this difference in probability for helluva lot GPS usages, - won't we get the problem of "the map filled with LOTS more urban tiles than normal"?

... our lifestyles, mores, institutions, patterns of interaction, values, and expectations are shaped by a cultural heritage that was formed in a time when carrying capacity exceeded the human load. (c) William R. Catton, Jr