Level Up!

by Semenar

Get experience for in-game actions while you play, and pick randomized perks on level up, roguelike-style.

Tweaks
a day ago
2.0
799
Character

i Perk Ideas Thread

21 days ago

If you have ideas for new perks that could be added, please post them here! The mod is written in such way that new perks can be added without too much of a difficulty, so I can integrate them already depending on their difficulty to implement without first refactoring the codebase.

20 days ago

Would be cool to have some more random perks (%prod for whatever random intermediate etc) as commons so the pool doesn't seem too incredibly empty
The new recipes are always super welcome, though compatibility is hard. I'm personally a huge fan of overhaul mods so I always want compatibility with those like K2, SE, stuff like that but I understand that it's a lot of work, and there's a lot of people who just want vanilla+. Sometimes mods like bridge technologies can help, sometimes they just make it harder.
I'd probably avoid anything too UPS heavy in the long term, even if there could be interesting ideas like self-repair on structures or the like - if it tanks performance too much it'll be a problem.
Personally I think +prod on items/recipes and alternate recipes to do stuff more efficiently are super cool! Mods like vanilla galore are already some of my favourites.
At a standalone, new buildings or modifications to those new buildings/existing buildings could be really neat, but again compatibility yada yada.
The more specific the compatibility is, the more interesting stuff can be I suppose. Stuff like extra module slots, epic/legendary building upgrades, module buffs, damage research, lab prod, some specific structure modifications or alternates on how it functions entirely (heat oil refineries that are faster, anyone?), whatever the like.

20 days ago
(updated 20 days ago)

Yeah, currently it is coded in a way that will disable the perk if a given recipe does not exist, so in compatibility terms it should not break, just that some of them would be missing.

Will think about your other ideas. New/improved machines would be cool but would need graphics.

18 days ago

small damage bonuses would be cool
resource drain or mining speed
some trade off perks, such as increased machine speed but more power required

16 days ago

Is it possible to make perk that make hand crafting have chance to get quality product? Like when you hand craft you have 0.1% chance to get uncommon product, and with perk level percentage will rise and with that have rare or "legendary" perk that will give able to have chance craft grater quality than uncommon but with less percentage.

16 days ago

-Default "Attack speed" and "Attack Damage" is good ones.
-Chance to not use ingredient when handcrafting.
-Stealth? Biters will notice player with smaller radius.
-Vehicle uses less fuel
-More Gun slots?
-Longer reach
-Repair aura (When player is near damaged objects they will heal/repair)
-Damage aura (Same but biters will get hurt, good when they follow player who run from them)
-Able to Swim? (Walk on water but with speed penalty)
-Random research automatically completes. (Would be funny if it's research that player can't yet start to research like lasers in steam age)
-Pet (Friendly Biter whom will attack everyone who is attacking player right now, will not go attack by himself (with lvlup biter turn in medium one and then in big one)
-Arc Reactor (Iron-man reference(In armor slot tech will charge by themselves, with lvlup's energy output will be greater))
-Torch in off-hand\Miners hat (Minecraft reference) Light around Player will get bigger and brighter.
-Diamond Pickaxe (Minecraft reference) Be able to mine cliffs by hand.

15 days ago
(updated 15 days ago)

Is it possible to make perk that make hand crafting have chance to get quality product? Like when you hand craft you have 0.1% chance to get uncommon product, and with perk level percentage will rise and with that have rare or "legendary" perk that will give able to have chance craft grater quality than uncommon but with less percentage.

Should be possible, I think - though I tried to avoid making any DLC-specific perks yet. Will think about that one.

Chance to not use ingredient when handcrafting.

Also possible but potentially annoying since the game would still have to queue the full ingredient list for the craft.

Longer reach

That's super easy to add, I guess I forgot it when making the initial perks. Will do this later today.

Random research automatically completes.

Oh, yeah, I did have that idea, a perk that researches the currently queued technology. Don't remember why I decided to not pick that.

The rest sounds quite difficult to make without looking at API (aside from damage bonuses, of course, I have an idea to make a perk for a massive shotgun damage boost now)

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