Recruited Thoke today, and he has several negative skills/stats, and the experience reads as negative as well. This has since happened with multiple different recruits now.
Needless to say, this is kinda game breaking. For instance, I had someone repairing one of my skelles, and I didn't realize that the repairman had negative robotics... he was actually INCREASING the amount of bleeding (the <<< arrows rapidly increased from < to <<!! once the repairman got there and started working).
98.38, 98.46 Recruits with negative skills
It'd probably be cool, except for a few issues:
1) Once negative, all training/practice seems to make the skill more negative, so if say Dodge is negative, the more this guy gets attacked, the more negative it goes... It'd be fine if it just meant more work getting proficiency, but it can't be recovered from (at least I couldn't figure out how).
2) It's super exploitable - once you get a negative medic/robotics, you can actually use them to kill/knock out very slightly injured NPCs without them fighting back. Example: run hostile mobs into guards until they get hit (any hit that does some non-stun damage, essentially spells that guard's doom) -- walk up and "first aid" the guard and he'll stand there and let you kill him with inept medicine... "Are you SURE more leaches is the solution? It seems like the more you add, the weaker i get..." "TRUST ME, I'm a professional (Assassin)"
3) Since you can't fully control the AI, there could be issues that you can't resolve. (Ca't think of any off the top of my head, but since you can't "forbid" your recruits from doing specific things, it's only a matter of the right skill being negative when the wrong un-preventable AI script triggers...)
Did some testing with the FCS, and it looks like this is being caused by the "Stats Randomize" stat on the characters. If I set that to zero, then no negatives. Might I suggest changing the "Stats Randomize" to addition only, since you can create the same range, but without the negative results?
For example, for a character has Combat Stats 20, Stats Randomize 10 (Meaning combat stats between 10 and 30)
That can simply be changed to Combat Stats 10, Stats Randomize (plus only version): 20 (Meaning combat stats between 10 and 30)
The only side effect is that now non combat stats (which seem to be affected by "Stats Randomize") may now have a higher range of potential values. (IE: Strength 0, Stats Randomize 10 would've given -10 to 10. Since Stats Randomize now needs to be doubled to 20, Strength would now have a range of 0 to 20.)
The alternate solution would simply be to have the code itself force non-negative values when generating the characters (base + old style "stats randomize", then set to zero if < 0.) This would seem to correct the issue while leaving everything else the same (and is probably the better solution.)
For example, for a character has Combat Stats 20, Stats Randomize 10 (Meaning combat stats between 10 and 30)
That can simply be changed to Combat Stats 10, Stats Randomize (plus only version): 20 (Meaning combat stats between 10 and 30)
The only side effect is that now non combat stats (which seem to be affected by "Stats Randomize") may now have a higher range of potential values. (IE: Strength 0, Stats Randomize 10 would've given -10 to 10. Since Stats Randomize now needs to be doubled to 20, Strength would now have a range of 0 to 20.)
The alternate solution would simply be to have the code itself force non-negative values when generating the characters (base + old style "stats randomize", then set to zero if < 0.) This would seem to correct the issue while leaving everything else the same (and is probably the better solution.)
Last edited by Maldrak on Sat Aug 04, 2018 1:03 pm, edited 2 times in total.
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