Alpha Patch 0.0.11 is live!

We added colonist skills, a basic item system, and an illicit drug—space rock





Skills

We added 3 skills to the game.

Laborer

Increases movement speed

Increases max carry capacity (at level 5 and 10)

Note: The colonist can only carry extra items if the source object and destination object are the same

Mechanic

Decreases repair and maintenance duration (so it’s faster)

Decreases break chance of objects after being fixed or maintained (so they break much less frequently)

Farmer

Decreases growth duration of crops (so they grow faster)

Increases crop yield by 1 (at level 5 and 10)

Note: Only the skill of the planter is used. The skill of the harvester or tender is irrelevant



Right now, all skills max at level 10, because 10 is a nice number.

Experience

Going from level 0 to level 1 requires 100 experience. All experience required is increased by 50% each level. So the experience requirements are:

Level 1: 100

Level 2: 150

…

Level 9: 2563

Level 10: 3844

Going from level 0 to level 10 requires 11,333 total experience.

For perspective, the laborer is given 7.5 experience per successful delivery, so it requires 1511 deliveries.

Right now, all skills require the same amount of experience (I copy and pasted the values), but they could each have unique values, if we wanted them to.

Skill Randomization

Colonists are spawned with a random amount of experience between 1 and 5000. This experience is distributed in random increments between 500 and 3000.

The intent is for colonists to be good at certain things, and worse at others (as opposed to having the same level in every skill).

