Stranded: Alien Dawn

Stranded: Alien Dawn

Skill Mastery Rewards
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Update: 18 Sep @ 7:09pm

Version 2.18-049

Updated the Master of Snipers' description text to accurately note it's bonuses. Said 3x attack rate, was actually 2x.

Update: 3 Sep @ 8:28pm

Version 2.18-048

Updated Steam text.

Update: 3 Sep @ 2:57pm

Version 2.18-046

Upgraded some trait selections.

Experienced Scavenger has been replaced with Elite Salvager. Retains the 2x scrap metal bonus, but also adds 2x electronic resource harvesting and a 2x scavenging and salvaging speed boost. Same bonus applies to expeditions. Having Experienced Scavenger already still disqualifies the survivor from getting the Physical Mastery bonus.

Prospector has been replaced with Geologist. This gives you a +20 chance (+10 more than Prospector) to find ore/silicon from stone/ore deposits, and also a 2x mining speed boost. Came to find out that the vanilla Prospecting trait doesn't increase mining speed, much to my surprise. Having Prospector already still disqualifies the survivor from getting the Physical Mastery bonus.

Physically Efficient has been replaced with Peak Conditioning, which adds both the prior Physically Efficient trait and the new Speedy trait, imparting 2x work speed for any Physical task, and a 50% run/walk speed boost.

Nimble now also adds the Fast Walker trait, imparting a 25% run/walk speed boost. Having Fast Walker already still disqualifies the survivor from getting the Physical Mastery bonus.

Removed Fast Walker as a solo option since the above two items now impart a walk/run speed bonus.

Swift Cook and Chef de Cuisine selections both now also add 3x butchering speed via the additional Fast Butcher trait. Having Fast Butcher or an equivalent butchery speed trait already will not disqualify the survivor from getting the Cooking Mastery bonus.

Changed Farming Mastery to have only Master Farmer, which will give you both Avid Farmer and Animal Tamer benefits of 3x farming speed and 100% taming success rate instead of them being separate. Already having Animal Tamer will not disqualify the survivor from getting the Farming Mastery bonus.

Removed Explorer as a disqualifying trait for the Intellect bonus. Nifty, but niche and weak as a trait relative how much time you have to invest in maxing out Intellect, and one that tends to be used more for those with high Physical skill rather than spindly researchers (unless they have Natural Curiosity combined with it).

Update: 19 Aug @ 8:47pm

Version 2.17-043

Traits have been spun off to a separate mod -> Specialized Trait Collection.

This is now a new, required dependency.

Fixed Swift Cook which was adding the Exquisite Chef trait instead.

Fixed Master of General Crafting, Sniper Eye & Master Hunter (now Ranged Generalist), and Close Combat Specialist & Combat Instructor (now Melee Generalist) which were giving one or the other, not both traits.

Update: 5 Aug @ 8:11pm

Version 2.15-041

Updated the Combat Efficiency code to also use tags on the ranged weapon specialization traits.

Update: 4 Aug @ 8:49pm

Version 2.14-040

Updated all ranged weapon trait bonuses to use tags instead of Weapon IDs in it's code. This will drastically lower the overhead for them and standardize compatibility. One exclusion is the Efficiency reaction, which (ironically) inefficiently doesn't like tags with the code I'm using. Working on that, sticking with the old code for now.

Master of Rifles has been split into two skills: that and Master of Shotguns. Master of Rifles now gives you a bonus for the various non-sniper rifles in OET and NET. Master of Shotguns gives you a bonus just for shotguns and (confusingly named) vanilla Pulse Rifles.

SAD_CommonLib and Vanilla Weapon Tags are now mandatory dependencies. The latter allows vanilla weapons to work with the aforementioned weapon traits.

Update: 20 Jul @ 10:36pm

Version 2.13-039

Fixed an issue where vanilla pistols weren't getting the bonuses from Master of Pistols.

Update: 12 Jul @ 10:57pm

Version 2.12-038

Changed some weapon IDs in OET - Redux on the backend to better categorize what's what, and for the purposes of this mod, simplify the code used to detect what weapon is what for the Master of (insert weapon type here) traits.

Added a 25% range bonus to Master of Rifles trait that applies only to true rifle type weapons (i.e. those featured in OET - Redux, NET, and Project-X Repaired), and not shotgun types. Fun fact, the vanilla IDs for the Pulse Rifles are misspelled as Pulse "Riffles", allowing this change to to be possible. ;)

Update: 2 Jul @ 1:46pm

Version 2.12-037

Rehabilitation Specialist now works as intended. Huge thanks to injto4ka for his big brain and providing the code needed. :)

Update: 2 Jul @ 1:00pm

Version 2.11-035

Debugging Rehabilitation Specialist, no user facing changes to it...yet.