Stranded: Alien Dawn

Stranded: Alien Dawn

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Skill Mastery Rewards
   
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23 Nov, 2024 @ 6:30pm
18 Sep @ 7:09pm
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Skill Mastery Rewards

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
27 items
Description
Your hardworking survivors deserve a reward!

This mod gives you skill bonuses upon maxing out a skill's level at 10. It functions similarly to Jaggid's Skill Mastery Events mod, but with some changes, bug fixes, android character support (except for Hope) and additional traits unique to this mod.

Make sure you're either only using this mod or Jaggid's, not both at the same time!

After three months of gaining skill 10, you'll get an event that will reward you with one new selectable related bonus trait. This can be declined if you so choose. You can only choose one per skill.

These bonuses can only occur if the survivor doesn't already have one mastery/specialty trait tied to the maxed out skill, with the exception of the following as they're considered weak or overly specialized traits on their own:
  • Animal Taming
  • Fast Butchery (or similar butchery speed enhancing traits)
  • Crafting Instructor
  • Combat Instructor
  • Master Hunter
  • Explorer

    Currently, this mod is set up only to detect traits included with it, and those in vanilla. Traits created in other mods are not flagged (yet). Select a different bonus trait that doesn't create redundancy and potential conflicts should your survivor already have a similar or better bonus, or choose to decline the bonus.

    These bonuses can also occur if the player character is an Android, if you're using either Jaggid's Hopes and Dreams or Project-X mods. Hope is excluded so it doesn't run afoul of her progress and story bits in the Guardians campaign.

    Weapon specialty traits have support for Old Earth Tech, Project-X (Repaired) and Cyberpunk mods.

    NOTE TO MODDERS - If you'd like this mod to be compatible with your ranged weapons, make sure the you use one of the following tags in your weapons, depending on how you classify them:

    bow, pistol, rifle, shotgun, sniper

    Melee weapons are covered in their entirety since that trait looks directly for whatever is equipped in the melee slot.

    Crafting Mastery Bonuses:
    • Avid Tailor - 4x Tailoring Speed.
    • Master Electronics Assembler - 2x Soldering Assembly speed.
    • Master Carpenter - 4x crafting/building speed with wood.
    • Master of General Crafting & Instruction - New trait! Gives you a bonus on Workshop table items only, none to Tailoring or Assembly; and occasionally increase nearby survivor's Crafting skill.

    Farming Mastery Bonuses:
    • Master Farmer - 3x efficiency when performing farming/harvesting tasks; and 100% success rate when taming animals.

    Construction Mastery Bonuses:
    • Master Builder - 2x overall construction speed.
    • Engineer - Construct all furniture and devices 3x as fast.
    • Master Carpenter - Build or craft items containing wood 4x faster.
    • Master Mason - New trait! Build or craft structures using stone, bricks, or concrete 4x faster.
    • Master Metal Constructor - New trait! Build or craft structures using scrap metal or metal 4x faster.

    Cooking Mastery Bonuses:
    • Exquisite Cook - Added happiness bonus when survivors eat meals made from this character; and 3x butchering speed bonus.
    • Swift Cook - New trait! Cook meals and butcher animals 3x as fast.

    Healing Mastery Bonuses:
    • Rehabilitation Specialist - New trait! Add a small bonus to health regen, pain tolerance, happiness, manipulation, and movement to a patient for two days after fully healing them.
    • Chief Physician - New trait! Medical treatments are 3x faster.

    Physical Mastery Bonuses:
    • Healthy - +100 HP, 2x faster HP regen.
    • Geologist - New trait! 2x faster mining speed, +20 chance at bonus ore/silicon when mining stone/ore deposits.
    • Elite Salvager - New trait! 2x the amount of scrap and electronic resources salvaged from wreckage and expeditions, 2x faster work speed.
    • Peak Conditioning - New traits! Adds Physically Efficient and Speedy, imparting 3x faster work speed for cutting, mining, scavenging, and salvaging; and 50% faster walk/run speed. No bonuses to resources produced.
    • Nimble - New trait! In combat, dodge 35% of melee attacks and 20% of ranged attacks; and 25% faster walk/run speed via the Fast Walker trait.

    Intellect Mastery Bonuses:
    • Master Explorer - New trait! Expeditions take less time and acquire one new undiscovered field research item per trip.
    • Master Researcher - New trait! Rarely have an epiphany that gives you half of the total points needed to complete the current research project, and field observations are 3x faster.

    Combat Mastery Bonuses:
    • Sniper Eye - Shoot all ranged weapons 2x faster with no additional penalties or bonuses. More damage to hunted creates with potential for an insta-kill when attacking from behind.
    • Close Combat Specialist - Attack with all melee weapons 2x faster with no additional penalties or bonuses. Occasionally provide some Combat skill exp to nearby survivors.
    • Master of Melee - New trait! Attack with all melee weapons 3x faster and do 25% more damage. 3x speed penalty to ranged weapons.
    • Master of Archery - New trait! Attack with all bows and crossbows 4x faster; 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
    • Master of Pistols - New trait! Attack with all pistols 4x faster; 50% more damage and 25% increased accuracy. 3x speed penalty for all other weapons.
    • Master of Rifles - New trait! Attack with all non-sniper rifles 2x faster; 25% more damage, accuracy and range. 3x speed penalty for all other weapons. NOTE, this is exclusive to weapons in Old Earth Tech - Redux and New Earth tech, e.g. Muskets, Bolt-Action, Semi-Auto, Bullpup, Plasma, and Atomic rifles.
    • Master of Shotguns - New trait! Attack with all pulse rifles and shotguns 2x faster, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
    • Master of Snipers - New trait! Attack with all sniper and long rifles 2x faster, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.

    To Do list:
    • Mod is complete aside from bug fixes or if I feel inspired.

    IMPORTANT UPDATE! - This mod now requires Specialized Trait Collection and Vanilla Weapon Tags mods to function properly!




    Version: 2.18-049
24 Comments
ectropy 20 Aug @ 5:35am 
Thanks!
Mantastic  [author] 19 Aug @ 8:48pm 
Fix updated, along with a few others I caught.

Also, as per the big blue text at the end, make sure to grab the Specialized Trait Collection mod as that's now a requirement.
ectropy 19 Aug @ 3:27pm 
Thanks!
Mantastic  [author] 19 Aug @ 2:17pm 
I'll have a look. May have accidentally linked exquisite cook to both trait selections. I'll have a fix tonight.
ectropy 19 Aug @ 12:05pm 
Ok, this happened twice now - I had 2 people get to the mastery for cooking, and I picked "swift cook" both times, and when I checked, they both had "exquisite cook" instead
Could there be a mistake in some logic somewhere?
Mantastic  [author] 6 Aug @ 9:38am 
FYI, the Vanilla Weapon Tags mod is now a dependency with the code change to use tags in the weapon related traits. Without it, the bonuses won't work for vanilla ranged weapons.
Mantastic  [author] 3 Jul @ 11:39am 
Rehabilitation Specialist is now available as the other Healing Skill, with tremendous thanks to both Ark Builder and injto4ka for their coding help
Mantastic  [author] 10 Jun @ 10:36pm 
Merged up some of the less than stellar traits with others to make them an additive bonus that doesn't prevent you from getting others that are more useful.

Working on a new Healing skill that grants patients small temporary buffs after being fully healed to replace Impeccable Healer, which was pretty useless at skill 10 as maxing it out prevents you failing healing tasks anyways.

Armor trait is coming soon.
Mantastic  [author] 10 Mar @ 5:39pm 
Yup, that's what it is. I'm not sure what skill exactly, but it can be ignored. I'll see if I can figure out which of the skills not made by me is imported from another mod and make corrections just so the backend is clean.
Mantastic  [author] 10 Mar @ 3:48pm 
I'll have a look, but it's possible it's referencing something that's related to another mod. Shouldn't be affecting the mod's functionality though.

It should highlight which item is producing that nested error.