Stats & Skills
Overview
Stats represent the physiological, psychological, and social state of the player character, while skills represent a character's proficiency in certain areas and directly affect gameplay outcomes such as task success, crafting recipes, bartering skills, etc.
Stat List
These stats influence interactions, performance in tasks, and the availability of story and Lifesim options. Stats are used by both player and NPC characters. NPCs will utilize stats to weigh their decision making while stat thresholds on the player impact status effects.
- Energy
- Satiation
- Hygiene
- Mood
- Personality
Energy
Energy represents the character’s physical stamina and capacity to perform tasks. Stamina is required for almost all actions.
Characters are given 1000 Energy Points (EP) as their starting maximum capacity.
Actions that require energy:
- Job tasks
- Car fast travel
- Performing activities
- Crafting
- Foraging
- Bartering
Actions that don't require energy:
- Barter fast travel
- Interacting with objects
- Resting
- Timeskipping
- Timeskipping will passively drain stamina as it naturally decreases over time
- Walking
- Walking will be slowed when energy is low but does not require it
Satiation
Satiation represents how many calories a character has stored, or how hungry/thirsty a character is. Satiation influences mood and energy decay and is restored by consuming any foodstuff items.
Characters are given 1500 Satiety Points (SP) as their starting maximum capacity.
Foodstuffs
Foodstuffs are required to restore satiety.
All foodstuffs are categorized into 4 tiers of satiety:
- Non satiating (Tier 0)
- Consists of consumable items that do not provide any satiety
- Water
- Can be eaten but will restore 0 SP
- Consists of consumable items that do not provide any satiety
- Ingredients (Tier 1)
- Consists of ingredient food items or items used in other food recipes
- Bread
- Berries
- Sugar
- Can be eaten and will restore 10% of max satiety
- Consists of ingredient food items or items used in other food recipes
- Snacks (Tier 2)
- Consists of basic food items and beverages
- Jerky
- Fruit bowls
- Muffins
- Coffee
- Energy Drinks
- Can be eaten and will restore 100% of max satiety
- Consists of basic food items and beverages
- Meals (Tier 3)
- Consists of crafted or purchased dedicated meal foodstuffs
- Sandwiches
- Soup
- Meat & Vegetables
- Rice & Beans
- Can be eaten and will restore 150% of max satiety
- Consists of crafted or purchased dedicated meal foodstuffs
Hygiene
Hygiene represents the personal upkeep and cleanliness of a character. Hygiene impacts social interactions and bartering skill.
Characters are given 100 Hygiene points (HP) as their starting maximum capacity.
Hygiene is decreased by:
- Natural decay
- Being exposed to rain / snow
- Walking in pools of water
- Being around unhygienic objects or structures
Hygiene can be increased by:
- Using a washroom
- Certain washrooms will be classified as bathrooms until character relationship is high enough or when hygiene is too high
- Can be used when under 75% hygiene
- The character will shower or bathe and restore 100% of their HP
- Character will go into a 2 hour cooldown before being able to use another washroom
- Using a bathroom
- Can be used at any hygiene
- The character will use the bathroom and restore 25% of their HP
- Character will go into a 2 hour cooldown before being able to use another bathroom
- Can be used at any hygiene
Mood
Mood represents the characters current emotional state. Mood impacts dialogue options, task performance, and reaction to events.
Due to there being several different mood states, Moods are stored as weight values from 0 to 1 for all of the possible emotion types.
- Happy
- Sad
- Angry
- Fearful
- [More will be added later]
Mood does not naturally decay or regenerate on its own and is specifically impacted by other statuses.
Personality
Personality represents the core traits of a character, which impacts their baseline behaviors and interactions with others. Personality modifies dialogue style, relationship gains/losses, and Lifesim reactions. Personality does not impact Story Mode character dialogue.
Due to there being several different personalities, personalities are stored as weight values from 0 to 1 for all of the possible personality types.
- Sarcastic
- Shy
- Stoic
- Dramatic
- Formal
- Blunt
- Cheerful
Personality does not naturally decay or regenerate on its own, and is impacted directly by interacting with other characters, performing activities, or is baked into a character. Personality weights are hard to influence to prevent spawned day NPCs in Lifesim from changing personalities multiple times in a day. As a result it takes a very long amount of time to change a personality once its established.
Skills
Skills represent a character's proficiency in certain areas and directly affect gameplay outcomes such as task success, crafting recipes, bartering skills, etc. Both players and NPCs have skills that can be trained by performing actions. Players can additionally improve their skills using Skill Books.
All skills begin at level 0 and can be leveled up to a maximum of 5.
- Bartering
- Crafting
- Social
- Foraging
- Hobby
Bartering
Bartering skills show how proficient a character is at performing a material trade with others. Bartering effects haggling roll checks, satisfaction requirements, and autotrading.
Autotrading (Player skill)
When the player reaches a bartering skill of 2 they unlock autotrading. This is an optional system that will skip the minigame and will attempt to make a perfect material trade to reach a satisfaction value with the lowest value items possible. Autotrade can be used as either a buyer or seller.
Autotrade will not attempt to haggle and does not progress the Bartering skill.
As a buyer:
- Autotrade will first check to see what combinations of items matches or exceeds the item satisfaction.
- Each pair is then weighed depending on the players bartering skill level.
- At lower levels, more valuable items have a higher chance of being used
- At higher levels, less valuable items have a higher chance of being used
As a seller:
- Autotrade will check the buyers inventory to see what combinations of items matches or exceeds the items satisfaction.
- Each pair is then weighed depending on the players bartering skill level.
- At lower levels, Autotrade will give the player less valuable trade materials
- At higher levels, Autotrade will give the player more valuable trade materials
Crafting
Crafting skills show how capable a character is at making items from raw materials. Crafting skills directly link to the items that are available to craft and their crafting durations.
Crafting tiers
All items fall under 3 tiers of crafting, each of which require a certain number of crafting skill points to be reached before they are unlocked for the character.
- Simple (Tier 1)
- Consists of recipes combining raw materials together for intermediate crafting ingredients.
- Tie/Untie rock bundle
- Tie/Untie stick bundle
- Make unfired clay pot
- Make batter
- Requires a crafting skill of 1.
- Consists of recipes combining raw materials together for intermediate crafting ingredients.
- Intermediate (Tier 2)
- Consists of basic goods and foodstuffs
- Bake items
- Make Meat & Vegetables
- Weave fiber basket
- Fire clay pot
- Requires a crafting skill of 3
- Consists of basic goods and foodstuffs
- Advanced (Tier 3)
- Consists of recipes for sellable goods or high quality items.
- Make jeweled necklace
- Tailor clothing
- Assemble windchimes
- Requires a crafting skill of 5
- Consists of recipes for sellable goods or high quality items.
Social
Social skills show a characters communication and interpersonal skills.
Social Skills affect:
- Relationship gain
- Global reputation gain
- Dialogue option availability
- Success of certain story/Lifesim interactions
Foraging
Foraging skills show how proficient a character is at gathering raw resources from the environment.
Foraging skills affect:
- Foraging radius
- Item frequency
- Item rarity
- Item yield
Hobby
Hobby skills represent a characters proficiency with personal hobbies and creative activities.
Hobby skills affect:
- Chance for hobbies to influence Mood
- Types of hobby activities available
- Performance in hobby related minigames or tasks