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With all the differences between species, it was almost impossible to say how a simple Resolve Effect (for example the penalty from Fallen Human Explorers) would affect a given species. We achieved the effect we wanted, but at the cost of reduced readability. ![]() With its own set of complex rules, Stagnation was growing and decreasing together with the Resolve value. To prevent constant fluctuations and a simple +1 modifier resulting in max Resolve, we introduced Stagnation. The Resolve Change value determined whether Resolve was increasing or decreasing. There was also the “Resolve Change” parameter, which was a sum of all effects that impacted a given species: needs fulfilled, perks, weather effects, etc. ![]() In its most basic form, it was a number from 0 to 100 representing the well-being and will of a given species. ![]() Until now, Resolve was a mix of a few concepts.
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