Skill System

by Sael

A deep skill system with 7 skill trees, XP from all activities, alternate recipes, auto-deploying combat robots, Compatible with Space Age.

Content
5 hours ago
2.1
87
Combat Manufacturing Cheats

g I appreciate it!

8 days ago

Hello again!

I've tried this mod recently - just a quick test to check if it suits my playstyle - and I already see great potential in it!

To be honest, I don't think I can use it in its current state, but before I jump into suggestions (which I have a few), I first wanted to talk about the parts that I already like (which I also have a few).

First: the visual style—I like it.
I understand that it was probably generated, but if it gets the job done, then who cares?
It is simple, clean, and mostly presents the information I search for using icons and colors, without (mostly) oceans of text—that is what I expected from a GUI.
It requires some tweaks here and there, but you already have a strong foundation.

Second: gating skills behind other ones.
It is a simple idea, but it creates a good sense of progression if done correctly. When a new skill requires some meaningful prerequisite, it creates a bit more interesting gameplay rather than being just a plain choice. It can also be overwhelming when something requires skills you completely don't want to invest in, but with the way you use it, this is easily avoidable.

Third: active skills.
For now, I see only one—Rapid Deployment—and, to be frank, I couldn't find it helpful. But again, the sole presence of such a simple thing is already a great start for other skills. I know that it is sometimes hard to break through the modding API to create something unique, especially with passive perks. So that makes me think that active scripted skills have much more potential to be unique and create a pleasant experience.

8 days ago

I really do appreciate others thoughts, as with all things it's an iterative process that's largely been me saying "that's not quite right, do this..."

1) The early versions looked horrible and jumped about the place.. Visual style took a while to take form, yes generated, and the only effort I put in was directing it. I felt it was at a stage I could upload it. Version number is only so high due to many, many, internal tests.

2) Almost certainly will require balancing, I didn't want skills to have to be maxed to progress, but I did want some gating. This is why, currently, skill points are abundant. It's not quite ready for a balancing run as I still think there is scope for more talent trees.

3) So, this was borne from another mod I saw, and I thought why not have it as a skill. Thought process behind this is that I don't really use them as an active play style, but if the bot network has delivered them to me why not. I could probably make it more optional, I am flexible with changes, but wouldn't want a tonne of excess points for capstone skills (research prod is almost definitely over powered). That said, this isn't for people in their first or second run, I want to add more flavour to it. At some point it be the case it is balanced a bit by "you get this but biters get that", this would still be an option to have the skills mod as is, but allow for a challenge to exists still.

Honestly, I am just happy even one other person wants to try it, uploaded it on a whim, not expecting anyone to care. If you have ideas feel free to make suggestions, for the time being the changes will be quick as it's most on my mind with 2.1 main branch release at some point - hence why it's focused on that and not 2.0.

a day ago

Just a FYSA, I played with the auto deploy and found it more and more useless. I have changed that tree as of 1.8.9, depending on credits I should have it out later.

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