Stranded: Alien Dawn

Stranded: Alien Dawn

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Skill Mastery Rewards
   
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23 Nov, 2024 @ 6:30pm
5 Aug @ 8:11pm
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Skill Mastery Rewards

In 1 collection by Mantastic
Mantastic's Stranded: Alien Dawn Mods
21 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 many changes, bug fixes, android character support (except for Hope) and additional new 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.

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 classified as an Android (notably Jaggid's Hopes and Dreams and 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 any weapons that use the tags noted below, which includes Old Earth Tech - Redux, New Earth Tech, vanilla, and Samuel Mayweather/Auriele Allard's unique starting weapons.

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 Traits:
  • 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. Teach other nearby survivors how to craft

Farming Mastery Traits:
  • Avid Farmer - 3x efficiency when performing farming/harvesting tasks
  • Animal Tamer - 100% success rate when taming animals

Construction Mastery Traits:
  • 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 Traits:
  • Exquisite Cook - Added happiness bonus when survivors eat meals from this character
  • Swift Cook - New trait! Cook meals 3x as fast

Healing Mastery Traits:
  • 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 Traits:
  • Fast Feet - 50% faster walk/run speed
  • Healthy - +100 HP, 2x faster HP regen
  • Prospector - 2x faster mining speed, bonus ore when mining stone
  • Experienced Scavenger - 2x the amount of scrap salvaged from wreckage and expeditions
  • Physically Efficient - New trait! 3x faster work speed for cutting, mining, scavenging, and salvaging
  • Nimble - New trait! In combat, dodge 35% of melee attacks and 20% of ranged attacks

Intellect Mastery Traits:
  • 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 Traits:
  • 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, and do 25% more damage and increased accuracy. 3x speed penalty for all other weapons.
  • Master of Pistols - New trait! Attack with all pistols 4x faster, and do 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:
  • Add tags for other popular weapon mods that aren't being updated by their authors.
  • Detect traits used by popular mods (notably Project-X Repaired) to prevent the bonus from occurring if there's already a similar one, provided it doesn't create bugs for those that don't have said mods.
  • Add new trait under Combat Mastery that mitigates additional damage depending on how many pieces of medium or heavy armor you're wearing up to a full set bonus.



Version: 2.15-041
19 Comments
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.
Arti 10 Mar @ 2:35pm 
I noticed this bug in the mod editor.
Mantastic  [author] 10 Mar @ 2:08pm 
Any more info on the error it produced? Been using it fairly extensively without any issues.
Arti 10 Mar @ 12:37pm 
Hello, One or more nested objects have errors.
!!! Story bit MasterOfCombat Story pop-up to select Combat Mastery bonus skill.
Arti 1 Feb @ 1:20pm 
Sad_commonlib, of course, without this fashion so that they do not work + 3 skill masters Rewards, Drones of Peace, Drones of War. Now I play with other mods for now nothing happens to the drones, I have not come when something will happen, it will write :)
Mantastic  [author] 1 Feb @ 12:12pm 
@Arti Do you also have SAD_CommonLib? You'll need that for the mods to work.