RimWorld

RimWorld

Dynamic's Traits
Dynamic  [developer] Mar 19, 2024 @ 10:49pm
Balance suggestions and trait ideas
Let me here what youre thinking! Discussion leads to growth after all
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Showing 1-15 of 15 comments
Smaug Mar 20, 2024 @ 5:01am 
You should find names more descriptive/evocative of a personality for Botanophobic and
Anosmia.

As these are pretty rare medical terms not in common use or knowledge (my browser dictionary tried to autocorrect these even).

I can't currently think of any single word that would fit though. But even "hates nature" and "smell blind" would be better in my opinion.
Last edited by Smaug; Mar 20, 2024 @ 6:39am
kaczorski Mar 20, 2024 @ 5:09am 
Got a little bit of feedback:

Unimaginative - research speed bonus doesn't fit imo, as far as I know imagination is extremely important in scientific work. Maybe replacing inspirations with a mood bonus?

Anorexic - seems very punishing, so maybe positive thoughts for being hungry and negative when full?
Dynamic  [developer] Mar 20, 2024 @ 7:08am 
Originally posted by Smaug:
You should find names more descriptive/evocative of a personality for Botanophobic and
Anosmia.

As these are pretty rare medical terms not in common use or knowledge (my browser dictionary tried to autocorrect these even).

I can't currently think of any single word that would fit though. But even "hates nature" and "smell blind" would be better in my opinion.

Yeah I get where youre coming from, that would sorta mess with my naming scheme though. To be honest since its really just flavortext Im not super attached to the names, so if more people complain about the names Ill go through and change everything to more casual stuff



Originally posted by kaczorski:
Got a little bit of feedback:

Unimaginative - research speed bonus doesn't fit imo, as far as I know imagination is extremely important in scientific work. Maybe replacing inspirations with a mood bonus?

Anorexic - seems very punishing, so maybe positive thoughts for being hungry and negative when full?

I think my thought process for unimaginative was that they didnt let superstition overcome them and were super logical, hence the research buff. For now Ill look at changing the wording to make that abit more obvious while thinking about a better way to get that across in the future. For now Anorexic is fine I think, it slow your hunger and in return you lose some physical stats. Once I include the rest of its functionality Ill definitely tone it back. Also getting a mood bonus when theyre hungry is an amazing idea! I have no idea how I didnt think of that
YepThatsMyName Mar 23, 2024 @ 11:18am 
(Some traid ideas slightly inspired by Crusader Kings)

- Honourable
"There is one thing this pawn puts above the rest, and that's their honour. They grant great respect to the skilled and hold a higher opinion of themself if they are skilled themself"
- Opinion bonus/malus depending on if someone has a 15 or higher in any skills.
- Mood bonus/malus if the pawn with the trait does not have 15 or higher in any skill.

- Lustful
"What can they say? They love the sheets"
- +50% fertility
- Higher lovin' chance

- Chaste
"They maintain a clear 10-foot distance from any romantic actions"
- -25% fertility
- Lower lovin' chance

- Albino
"This pawn suffers from a condition making their skin and hair extremely white"
- Forces max white skin and hair
- -10 opinion with others
- +20 opinion with other Albino

- Slow
"This pawn has trouble with basic math and reading comprehension"
- -2 to all skills
- -15% learning rate
- -5% global work speed

- Stupid
"Others tend to remind this pawn that they put on their clothes inside out. . .and backwards"
- -4 to all skills
- -30% learning rate
- -10% global work speed

- Imbecile
"This pawn has trouble opening doors the right way, let alone unlock them"
- -8 to all skills
- -50% learning rate
- -30% global work speed

- Civilized
"This pawn is way more accustomed to average life in cities than survival on a rim. Oh well"
- Everything that an ascetic does not care about, this pawn will suffer doubled negative effects.
- Doubled mood buff from comfort, good food, etc.
Dynamic  [developer] Mar 23, 2024 @ 11:36am 
Originally posted by YepThatsMyName:
(Some traid ideas slightly inspired by Crusader Kings)

- Honourable
"There is one thing this pawn puts above the rest, and that's their honour. They grant great respect to the skilled and hold a higher opinion of themself if they are skilled themself"
- Opinion bonus/malus depending on if someone has a 15 or higher in any skills.
- Mood bonus/malus if the pawn with the trait does not have 15 or higher in any skill.

- Lustful
"What can they say? They love the sheets"
- +50% fertility
- Higher lovin' chance

- Chaste
"They maintain a clear 10-foot distance from any romantic actions"
- -25% fertility
- Lower lovin' chance

- Albino
"This pawn suffers from a condition making their skin and hair extremely white"
- Forces max white skin and hair
- -10 opinion with others
- +20 opinion with other Albino

- Slow
"This pawn has trouble with basic math and reading comprehension"
- -2 to all skills
- -15% learning rate
- -5% global work speed

- Stupid
"Others tend to remind this pawn that they put on their clothes inside out. . .and backwards"
- -4 to all skills
- -30% learning rate
- -10% global work speed

- Imbecile
"This pawn has trouble opening doors the right way, let alone unlock them"
- -8 to all skills
- -50% learning rate
- -30% global work speed

- Civilized
"This pawn is way more accustomed to average life in cities than survival on a rim. Oh well"
- Everything that an ascetic does not care about, this pawn will suffer doubled negative effects.
- Doubled mood buff from comfort, good food, etc.

Some of these are actually pretty similar to traits that Im working on currently (For example, Lustful is more or less a simplified version of the Womanizer/Maneater traits) but I dont really jive with alot of these. However I do like the concept of some of them, like a trait that most pawns hate but pawns who share it like one another. Civilized is an interesting concept as well, maybe something like buffing civil stats and debuffing uncivil stats, and then giving them a notable mood penalty because everyone around them is crazy in there eyes. Maybe even combine albino's concept with this one so that they respect other civilized people. Its certainly something to think about, Ill play around with the idea. Thank you for the suggestions!
YepThatsMyName Mar 23, 2024 @ 12:27pm 
Originally posted by Dynamic:
Originally posted by YepThatsMyName:
(Some traid ideas slightly inspired by Crusader Kings)

- Honourable
"There is one thing this pawn puts above the rest, and that's their honour. They grant great respect to the skilled and hold a higher opinion of themself if they are skilled themself"
- Opinion bonus/malus depending on if someone has a 15 or higher in any skills.
- Mood bonus/malus if the pawn with the trait does not have 15 or higher in any skill.

- Lustful
"What can they say? They love the sheets"
- +50% fertility
- Higher lovin' chance

- Chaste
"They maintain a clear 10-foot distance from any romantic actions"
- -25% fertility
- Lower lovin' chance

- Albino
"This pawn suffers from a condition making their skin and hair extremely white"
- Forces max white skin and hair
- -10 opinion with others
- +20 opinion with other Albino

- Slow
"This pawn has trouble with basic math and reading comprehension"
- -2 to all skills
- -15% learning rate
- -5% global work speed

- Stupid
"Others tend to remind this pawn that they put on their clothes inside out. . .and backwards"
- -4 to all skills
- -30% learning rate
- -10% global work speed

- Imbecile
"This pawn has trouble opening doors the right way, let alone unlock them"
- -8 to all skills
- -50% learning rate
- -30% global work speed

- Civilized
"This pawn is way more accustomed to average life in cities than survival on a rim. Oh well"
- Everything that an ascetic does not care about, this pawn will suffer doubled negative effects.
- Doubled mood buff from comfort, good food, etc.

Some of these are actually pretty similar to traits that Im working on currently (For example, Lustful is more or less a simplified version of the Womanizer/Maneater traits) but I dont really jive with alot of these. However I do like the concept of some of them, like a trait that most pawns hate but pawns who share it like one another. Civilized is an interesting concept as well, maybe something like buffing civil stats and debuffing uncivil stats, and then giving them a notable mood penalty because everyone around them is crazy in there eyes. Maybe even combine albino's concept with this one so that they respect other civilized people. Its certainly something to think about, Ill play around with the idea. Thank you for the suggestions!

That could be definitely cool, nice!
Soap-is-Wash Apr 13, 2024 @ 3:14pm 
I like a couple of the traits in this mod. Gifted Potential Anorexia and a couple others are pretty good ideas but some of the traits feel like flavor text due to being really similar to other ones or not doing much. Some of these feel like the word came first and the idea for what it'd do in game was secondary. (Patient, Unimaginative, technophile, disingenuous). I love when a trait can be good or bad depending on who has it rather than just being one or the other.
I have a couple suggestions for existing traits and a couple others I'll throw in :)

Disingenuous -
Higgins doesn't really believe a word he says. Members of his ideology have a harder time seeing through his facade.
x25 conversion power
+50% social impact

I think Skeptic just seems kind of inaccurate,
Skeptic -
Kit encourages critique of all ideologies regardless of her biases. She never claims absolute certainty on faith based matters.
Agrees with Individualist
Disagrees with Supremacy and Proselytizer
150x certainty loss
In the nicest way possible your description of this trait in the mod feels like you don't have a good understanding of what it means to be skeptic.

Another idea would be to change what skeptic does to...
Wishy Washy or Conformist -
Haley follows whatever is popular. She can't make up her mind about anything on her own.
400x certainty loss

Keeping with the not so subtle theme that some of your traits and their descriptions fit into I bring you...
Insufferable - (or Martyr complex?)
Whenever somebody doesn't like Percy it's because of his ideology. In reality though he's just a preachy jerk.
5x chance to proselytize and insult
-70% conversion power
Agrees with supremacy and proselytizer
x50 certainty loss

Now for the misc other suggestions:

Creep -
John always makes everyone around him uncomfortable.
romance attempts x6
romance success chance -99%

Liar -
Kendra loves telling stories, most of which aren't true. Nobody believes a word she says.
-50% social impact
+5 social impact for every point in intellect

Masker -
Wally gets stressed out easily when socializing. He doesn't always feel like talking.
+30% work speed
-1 mood every time he speaks stacking up to -20

I couldn't figure out what narcissist was doing in game but I've had an idea for what that would do as a trait for a while so I'll throw that in too.
Narcissist -
Jennifer feels better about herself when she can bring out the worst in others.
+40% social impact
chance to gaslight and give a short lasting major mood debuff
Or
Chance for a different nearby pawn to have a mental breakdown instead of her


Thanks for reading :D
Dynamic  [developer] Apr 13, 2024 @ 4:50pm 
Originally posted by Foraged Ham:
I like a couple of the traits in this mod. Gifted Potential Anorexia and a couple others are pretty good ideas but some of the traits feel like flavor text due to being really similar to other ones or not doing much. Some of these feel like the word came first and the idea for what it'd do in game was secondary. (Patient, Unimaginative, technophile, disingenuous). I love when a trait can be good or bad depending on who has it rather than just being one or the other.
I have a couple suggestions for existing traits and a couple others I'll throw in :)

Disingenuous -
Higgins doesn't really believe a word he says. Members of his ideology have a harder time seeing through his facade.
x25 conversion power
+50% social impact

I think Skeptic just seems kind of inaccurate,
Skeptic -
Kit encourages critique of all ideologies regardless of her biases. She never claims absolute certainty on faith based matters.
Agrees with Individualist
Disagrees with Supremacy and Proselytizer
150x certainty loss
In the nicest way possible your description of this trait in the mod feels like you don't have a good understanding of what it means to be skeptic.

Another idea would be to change what skeptic does to...
Wishy Washy or Conformist -
Haley follows whatever is popular. She can't make up her mind about anything on her own.
400x certainty loss

Keeping with the not so subtle theme that some of your traits and their descriptions fit into I bring you...
Insufferable - (or Martyr complex?)
Whenever somebody doesn't like Percy it's because of his ideology. In reality though he's just a preachy jerk.
5x chance to proselytize and insult
-70% conversion power
Agrees with supremacy and proselytizer
x50 certainty loss

Now for the misc other suggestions:

Creep -
John always makes everyone around him uncomfortable.
romance attempts x6
romance success chance -99%

Liar -
Kendra loves telling stories, most of which aren't true. Nobody believes a word she says.
-50% social impact
+5 social impact for every point in intellect

Masker -
Wally gets stressed out easily when socializing. He doesn't always feel like talking.
+30% work speed
-1 mood every time he speaks stacking up to -20

I couldn't figure out what narcissist was doing in game but I've had an idea for what that would do as a trait for a while so I'll throw that in too.
Narcissist -
Jennifer feels better about herself when she can bring out the worst in others.
+40% social impact
chance to gaslight and give a short lasting major mood debuff
Or
Chance for a different nearby pawn to have a mental breakdown instead of her


Thanks for reading :D

Including conversion power for disingenuous and earnest is a pretty good idea, I dont know how I didnt think of that

Im happy enough with how skeptic is to leave it at the moment, save future plans of course. Although I suppose I should reword it to put emphasis on self doubt over being easily convinced

Eh, insufferable doesnt really ring well with me. Its also somewhat similar to another idea for a trait Im toying with, and Id like to avoid general overlap if I can

Creep also kinda falls into that category of being related to something similar in regards to future plans, that being womanizer/maneater

Liar overlaps with earnest and disingenuous so Id rather not do it

Recluse already has the same idea as masker but does it in a more interesting and less obnoxious way. However that does give me an idea for a trait that lowers global work speed but increases the rate at which a pawn tries to talk to another pawn or bond with an animal (Like those people who never get anything done when theyre talking to someone)

Narcissist at the moment disables dumb labor as a work type and gives the artistic meditation type. In the future it will double mood effects related to beauty/comfort, give positive opinions to those with royal titles and gives a mood buff if they have a royal title (while making them conceited). Your current idea isnt the worst though, a trait that makes someone overly abusive in social situations is a neat idea, and a similar effect can be achieved by always making them have targeted insulting sprees. Call it like two faced or something, and make them more likely to insult people they dislike and say kind words to people they like. I donno, Ill have to think on it

Thank you for the ideas! I really appreciate it
Soap-is-Wash Apr 14, 2024 @ 5:16pm 
Oh! I forgot another thing I had about narcissist
They could also gain a mood buff when other pawns have breakdowns
liking to see other fail seems accurate
GreenFire835 May 4, 2024 @ 3:48pm 
Idea for some rather meme like traits, that end up actually being kinda good.

Oddling - The pawn is rather odd, seemingly very skilled in many fields, but often freaks out about minor details, and they aren't too bright. They also speak utter gibberish, often sounding like the average caveman speaking to a dead rabbit. 50% extra work / success speed on all boards (except medical / intellectual), +15% mental break threshold, -80% social impact (except against other oddlings - then it's +100%).

Emotionless - The pawn is essentially emotionless. Insults, compliments, romance, death, comfort. Nothing sways them, and they never break draft. Although they are incapable of caring for others, thus leading them to be unable to tend. Pain does not effect them either, often shrugging off things that would cripple them with pain; such as a .50 calibre to the thigh. Mental break threshold -100%, won't break draft, all memories such as "major pain", "extreme discomfort", "superb barracks", etc etc, will have 0 mood buffs or debuffs. Will almost always rebuff flirts.

WAAAAAAGH! / Battle Junkie - An estranged fellow that can't do much but fight. -20 on all stats except shooting and melee. +20 for shooting and melee, as well as burning passions. Masochistic in nature, they love the pain of being shot, and will keep advancing even if they really shouldn't. Cannot be drafted when they enter combat - since they will immediately bumrush the enemy with whatever they have. Yes, this includes them often becoming suicide bombers, if they are armed with grenades. They talk in an odd manor, causing them to have -75% social impact. Description of the trait; "[pawn] LOVEZ DE FOIGHT! BLOODZ, GUTZ, DEY LUV EM! DA THRILL OF DA DAKKA, DA STOMPA, DA WHACKA! PAIN'Z NUDIN FUR DEE'Z GITZ! AHAHAHA!"

PTSD - This pawn has unnaturally good shooting / melee skills, but all death / killing related negatives are doubled. (such as "my friend X died" won't be -16, it'd be -32). Mental break threshold +8%.

Griefling - This pawn is seemingly never attacked, but this pawn also doesn't attack anything. Any death, be it a stranger or a friend, animal or abomination, will hit them hard. They will often hold the corpse in a cradle, or comfort a dying person / animal, even if they were an enemy. -50% mental break threshold, but a permanent -30 mood. Dying / dead friends / family have a double negative mood debuff when they die, strangers have the standard of a usual friend's death, and enemies have a half. (so "my friend X died" = x2 mood debuff (say, 32), "stranger called X died" has usual debuff (around -16), and "an enemy named X died" will be half (around -8).) However, this pawn is UNNATURALLY good at medical / intellectual, with burning passions and near guaranteed success even at level 2. When they save someone from the brink / tend to someone, they get a +8 - +32 mood, depending on how severe the wound was. More severe = bigger positive. Best suited for medical roles. Corpses are normal. If there are only Griefling pawns in the colony, raiders will arrive and immediately leave. They might steal some things, but won't actually attack. Same with manhunting animals - they can't hunt Griefling pawns.

Meme trait - guaranteed success on everything, +20 to everything, burning passions on everything, +100 natural armour, +30 move speed, unbreakable (can't break draft), unstoppable (no pain), trait only obtainable via a pawn editor mod such as EdB / Pawn Editor. If a pawn somehow ends up with this trait naturally, either GG, or quickly nuke em. At least thrice.
Dynamic  [developer] May 4, 2024 @ 6:55pm 
Originally posted by GreenFire835:
Idea for some rather meme like traits, that end up actually being kinda good.

Oddling - The pawn is rather odd, seemingly very skilled in many fields, but often freaks out about minor details, and they aren't too bright. They also speak utter gibberish, often sounding like the average caveman speaking to a dead rabbit. 50% extra work / success speed on all boards (except medical / intellectual), +15% mental break threshold, -80% social impact (except against other oddlings - then it's +100%).

Emotionless - The pawn is essentially emotionless. Insults, compliments, romance, death, comfort. Nothing sways them, and they never break draft. Although they are incapable of caring for others, thus leading them to be unable to tend. Pain does not effect them either, often shrugging off things that would cripple them with pain; such as a .50 calibre to the thigh. Mental break threshold -100%, won't break draft, all memories such as "major pain", "extreme discomfort", "superb barracks", etc etc, will have 0 mood buffs or debuffs. Will almost always rebuff flirts.

WAAAAAAGH! / Battle Junkie - An estranged fellow that can't do much but fight. -20 on all stats except shooting and melee. +20 for shooting and melee, as well as burning passions. Masochistic in nature, they love the pain of being shot, and will keep advancing even if they really shouldn't. Cannot be drafted when they enter combat - since they will immediately bumrush the enemy with whatever they have. Yes, this includes them often becoming suicide bombers, if they are armed with grenades. They talk in an odd manor, causing them to have -75% social impact. Description of the trait; "[pawn] LOVEZ DE FOIGHT! BLOODZ, GUTZ, DEY LUV EM! DA THRILL OF DA DAKKA, DA STOMPA, DA WHACKA! PAIN'Z NUDIN FUR DEE'Z GITZ! AHAHAHA!"

PTSD - This pawn has unnaturally good shooting / melee skills, but all death / killing related negatives are doubled. (such as "my friend X died" won't be -16, it'd be -32). Mental break threshold +8%.

Griefling - This pawn is seemingly never attacked, but this pawn also doesn't attack anything. Any death, be it a stranger or a friend, animal or abomination, will hit them hard. They will often hold the corpse in a cradle, or comfort a dying person / animal, even if they were an enemy. -50% mental break threshold, but a permanent -30 mood. Dying / dead friends / family have a double negative mood debuff when they die, strangers have the standard of a usual friend's death, and enemies have a half. (so "my friend X died" = x2 mood debuff (say, 32), "stranger called X died" has usual debuff (around -16), and "an enemy named X died" will be half (around -8).) However, this pawn is UNNATURALLY good at medical / intellectual, with burning passions and near guaranteed success even at level 2. When they save someone from the brink / tend to someone, they get a +8 - +32 mood, depending on how severe the wound was. More severe = bigger positive. Best suited for medical roles. Corpses are normal. If there are only Griefling pawns in the colony, raiders will arrive and immediately leave. They might steal some things, but won't actually attack. Same with manhunting animals - they can't hunt Griefling pawns.

Meme trait - guaranteed success on everything, +20 to everything, burning passions on everything, +100 natural armour, +30 move speed, unbreakable (can't break draft), unstoppable (no pain), trait only obtainable via a pawn editor mod such as EdB / Pawn Editor. If a pawn somehow ends up with this trait naturally, either GG, or quickly nuke em. At least thrice.

This isnt really a meme-y mod but Ill still take a gander at them

Oddling doesnt really vibe with me well, but thats about the best excuse I have against it. I guess its rather similar wtih Too Smart in principle

The idea of a trait that makes a pawn socially dead can be neat, something that has a similar effect to psychopath but applies to all social stuff without the loss of morals. No opinion gain for chitchatting, no negative mood for being insulted, ect ect. Still, the rest is way too much, it basically just turns mind numb serum into a trait

This one feels way too limiting and extreme in what it does. Also, an enemy showing up with 20/20 in stats sounds horrific to deal with

The idea of having a pawn react to the more horrific parts of the rim harsher is neat, but I feel alot of other mods do similar things already. Still, not the worst idea, maybe Ill poke at it

Functional immunity is boring no matter the downsides

It is actually possible to make a trait not show up in normal gameplay, this mod has a decent amount of traits that are in the mod but not full implemented, so they never show up normally. Still, theres plenty of other mods for that kinda trait on the workshop, and I dont really have an interest for adding it here

Thanks for giving me suggestions! Even if alot of the ideas dont really mesh with this mod, a couple still got me to think abit
TurtleShroom May 25, 2024 @ 1:06pm 
<!-- Aelanna's Model No-Match Detector and Insertion Code --> <!-- Special thanks to Aelanna for straight-up saving me scores of headaches! --> <!-- Add comps field to Settlement WorldObjectDef if it doesn't exist --> <Operation Class="PatchOperationConditional"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]</xpath> <success>Always</success> <value> <disagreeableTraits></disagreeableTraits> </value> </nomatch> </Operation> <!-- Now that the Comps object exists, add the code --> <Operation Class="PatchOperationConditional"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <match Class="PatchOperationAdd"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <value> <li>YOUR_TRAIT_HERE</li> </value> </match> </Operation>

This is the correct way to add a bracket that does not exist, in order to protect yourself from conflicting with someone else's Mod.

Make sure to keep the comment section above it, because Aelanna is the one that taught me how to do this.
Dynamic  [developer] May 25, 2024 @ 1:30pm 
Originally posted by TurtleShroom:
<!-- Aelanna's Model No-Match Detector and Insertion Code --> <!-- Special thanks to Aelanna for straight-up saving me scores of headaches! --> <!-- Add comps field to Settlement WorldObjectDef if it doesn't exist --> <Operation Class="PatchOperationConditional"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <nomatch Class="PatchOperationAdd"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]</xpath> <success>Always</success> <value> <disagreeableTraits></disagreeableTraits> </value> </nomatch> </Operation> <!-- Now that the Comps object exists, add the code --> <Operation Class="PatchOperationConditional"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <match Class="PatchOperationAdd"> <xpath>/Defs/MemeDef[defName="MEME_DEF_NAME"]/disagreeableTraits</xpath> <value> <li>YOUR_TRAIT_HERE</li> </value> </match> </Operation>

This is the correct way to add a bracket that does not exist, in order to protect yourself from conflicting with someone else's Mod.

Make sure to keep the comment section above it, because Aelanna is the one that taught me how to do this.

Shoot, thanks, I was wondering if there was a more mod-friendly way to do it. I go on vacation soon, Ill fix all of them then when I have ample freetime
Oddbase Nov 4, 2024 @ 10:11pm 
the gifted trait is extremely overpowered as it leads to you just stumbling upon pawns with like 15 in everything. i highly recommend either lowering the skill buff or some huge negative other then learning speed
Dynamic  [developer] Nov 4, 2024 @ 11:59pm 
Originally posted by Oddbase:
the gifted trait is extremely overpowered as it leads to you just stumbling upon pawns with like 15 in everything. i highly recommend either lowering the skill buff or some huge negative other then learning speed

I had anxieties about it, Im glad to know there was some merit to those worries

Ive been playing around with the idea of increasing skill loss on pawns with gifted so even if they got silly statlines it would eventually even out at 10, but I dont really know if thats the be-all-end-all answer. Anomaly also kind of retroactively makes gifted less of an interesting trait since it just seems like a watered down version of perfect memory.

Im busy with irl stuff at the moment, but next update Ill be sure to put gifted under the magnifying glass
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