20:32:22 8 November 2019 |
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Byte Me
Senior Resident
On forum: 10/08/2014
Messages: 455
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Skill points and PRM Modpack
What I linked to is what I gleaned from the vanilla 1.4007 files. No surprises there.
I just loled again with the "How do I earn... " quote. Yes! it was meant to be light hearted AND a shrug at the same time because who knows what tweaks some of these mods do to the game. Someone wrote up what missions gain a point here:
https://lost-alpha.fandom.com/wiki/Skill_points
But there's some randomness in play too. You could come back with that stupid bit of wire in one game (and get a point) and in another game do the same thing and get nothing...
So you have to play to find stuff out.
About your loadout.
Right here I see you're playing PRM and for some reason that Goldfish looks to be giving +16 bulletproof, the ToadsTool looks to be giving +20 rupture and the radiation figures appear to be reflecting 4*3+3=15 for the Bubbles and Knot.
My vanilla game would give +21 bulletproof, +26 rupture and wouldn't be registering that +15 radiation at all (I would need to wear Shells, Giblets, Urchins etc to affect that figure)
If you were playing the hardcore mod that would be something like +12 bullet, +13 rupture (or thereabouts)
So PRM is tweaking the arty properties, and many other game features are probably also altered in subtle ways (rewards for missions?)
(Not to mention unopenable stashes, guns like Grozas that only accept a specific scope)
So yeah, Play it. Find out. Remains good advice at this stage because none of the games or mods come with a handbook worth spit.
Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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