Speed: Difference between revisions

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(Rearranged & improved info, added sections for move/craft/combat and worked on formatting)
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Default value: 100 | Min value: 25 | Max value: --
Default value: 100 | Min value: 25 | Max value: --


<u>Speed</u> determines how many action points you start with each ''turn''(1sec).
<u>Speed</u> determines how many action points you receive each <u>turn</u>(1sec).


<u>Actions</u> (move/craft/fight) you perform during a turn reduce your available action points.
<u>Actions</u> (move/craft/fight) reduce action points.


<u>Turn ends</u> once you don't have any action points left. You always perform actions first, then unfriendly creatures and, finally, friendly ones.
<u>Turn ends</u> once you don't have any action points left. Any ongoing action will be paused and queued for the next turn. Queued actions will be subtracted from the available action points of the next turn.


Any ongoing action will be paused and queued for the next turn. Queued actions will be subtracted from the available action points of the next turn.
You always perform actions first, then unfriendly creatures and, finally, friendly ones.


Example: your speed is 100, and you perform an action that costs 110 points; you won't be able to finish the action this turn, so it will be queued to be finished the next turn, and the base action cost for that turn will be reduced by 10 (the extra action points that didn't fit in the previous turn).
Example: Your speed is 100, and you perform an action that costs 110 points;
 
- On turn 1 you won't be able to finish the action, so it will be queued to be finished on the next turn
 
- On turn 2 the base action points will be 90 - reduced by 10 - because that didn't fit in turn 1.


Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait ({{k|5}} or {{k|.}}) key.
Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait ({{k|5}} or {{k|.}}) key.


Speed Modifiers affect only certain <u>types of actions</u>, such as:
 
Some effects influence your general speed, thus all actions:
* [[Pain]], [[Stimulants]], [[Happy]], [[Sad]], etc - ch{{k|@}}racter menu
* [https://github.com/CleverRaven/Cataclysm-DDA/issues/42343 Weary effect] - up to <code>x10</code> (<b><span style="color:#ff0000">!!!</span></b>)
 
 
Other modifiers affect only certain <u>types of actions</u>, such as:


*1) Movement
*1) Movement
*2) Crafting
*2) Crafting
*3) Combat
*3) Combat




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''Base move cost'' is the cost of moving to a neighbouring tile, where any possible Movement modifiers are applied, be it positive or negative. Those include
''Base move cost'' is the cost of moving to a neighbouring tile, where any possible Movement modifiers are applied, be it positive or negative. Those include
* [[Traits]]
* [[Traits]] - ch{{k|@}}racter menu
* Feet and Legs [[Encumbrance]]
* Legs & Feet [[Encumbrance]] - ch{{k|@}}racter menu
* 25% Bonus for wearing any shoes
* +8 for every bare foot (up to +16)
* Movement mode - Crouch <code>x0.5</code> / Walk <code>x1</code> / Run <code>x0.5</code>
* Movement mode - Crouch <code>x2</code> / Walk <code>x1</code> / Run <code>x0.5</code>
* Leg & Feet Health - even pain-free, quick, and fleet-footed survivors can have extreme difficulty outrunning zombies if their legs are damaged.
* [[Stim]] level
* [[Stim]] level
* [[Effects]], such as [[Pain]], [[Stimulants]], [[Happy]], [[Sad]] (check ch{{k|@}}racter menu)
* ...?
* ...?
The base movement cost also depends on how injured your legs are. Move cost increases linearly with respect to current leg HP. This means that even pain-free, quick, and fleet-footed survivors can have extreme difficulty outrunning zombies if their legs are damaged.


Afterwards there are <u>additional costs</u> depending on:
Afterwards there are <u>additional costs</u> depending on:
* Terrain Start and Destination - up to <code>x4</code> (check in-game by hovering with mouse, {{k|e}}xamining or far-looking at the tile you want to move to)
* Terrain Start and Destination - up to <code>x4</code> (check in-game by hovering with mouse, {{k|e}}xamining or far-looking at the tile you want to move to)
* Diagonal movement - <code>x1.4</code>
* Diagonal movement - <code>x1.4</code>
* Weary effect multipliers - up to <code>x3</code>
* ...?




;2. Crafting


Modifiers that affect it:
;2. Crafting [https://github.com/CleverRaven/Cataclysm-DDA/blob/master/src/crafting.cpp#L280]
 
Affected by:


* Wield / table / workbench / crafting spot - <code>x0.8-1.25</code>
* Lighting
* Lighting
* Crafting spot / Wield / Table / Workbench 
** base speed - [https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/furniture_and_terrain/furniture-surfaces.json <code>x0.85-1.2</code> multiplier]
** recipe <u>volume</u> & <u>weight</u> - Up to x0.25 speed for each if they exceed work place limits, so careful with big batches of bulky / heavy items
* Morale
* Morale
* Hand [[Encumbrance]](?)
* Arms health
* Weariness
 
*...
Tip: Check craft screen top right corner before starting to see penalty.


Check the top right corner of the craft screen before you start for severe penalties.




;3. Combat
;3. Combat


Modifiers that affect it:
Affected by:


* Weapon base speed(check weapon description)
* Weapon base speed(check weapon description)
* <u>Hand</u> and <u>Torso</u> [[Encumbrance]]
* <u>Torso</u> & <u>Hand</u> [[Encumbrance]]
* (ranged) Aim cost
* (ranged) Aim cost
* (ranged) Reload cost - depending on ammo container - quiver / pouches / belts are generally better than bags
* (ranged) Reload cost - depending on ammo container - quiver / pouches / belts are generally better than bags
* Weariness
* [https://github.com/CleverRaven/Cataclysm-DDA/issues/42343 Weariness]
*...
*...?




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{{igs|Spd |c_white}}{{igs|100 &nbsp;115|c_white}}
{{igs|Spd |c_white}}{{igs|100 &nbsp;115|c_white}}


The first value is your current speed. It is {{igs|green|c_green}} / {{igs|red|c_red}} if above / below 100.
The <u>first value</u> is your current speed. It is {{igs|green|c_green}} / {{igs|red|c_red}} if above / below 100.
 
The second value is last action cost(movement type in brackets, {{k|C}}rouch/{{k|W}}alk/{{k|R}}un)


;Calculation
The <u>second value</u> is last action cost(movement type in brackets, {{k|C}}rouch/{{k|W}}alk/{{k|R}}un)
This value is calculated each turn, where the following bonus and penalties are applied:
This value is calculated each turn with following bonus and penalties are applied:


;Penalties<!-- player::recalc_speed_bonus player.cpp-->
;Penalties<!-- player::recalc_speed_bonus player.cpp-->

Latest revision as of 04:19, 19 August 2023

Default value: 100 | Min value: 25 | Max value: --

Speed determines how many action points you receive each turn(1sec).

Actions (move/craft/fight) reduce action points.

Turn ends once you don't have any action points left. Any ongoing action will be paused and queued for the next turn. Queued actions will be subtracted from the available action points of the next turn.

You always perform actions first, then unfriendly creatures and, finally, friendly ones.

Example: Your speed is 100, and you perform an action that costs 110 points;

- On turn 1 you won't be able to finish the action, so it will be queued to be finished on the next turn

- On turn 2 the base action points will be 90 - reduced by 10 - because that didn't fit in turn 1.

Actions that take longer than one turn (refuelling vehicles, crafting, reading, sleeping, etc) can be interrupted at any time by pressing the wait (5 or .) key.


Some effects influence your general speed, thus all actions:


Other modifiers affect only certain types of actions, such as:

  • 1) Movement
  • 2) Crafting
  • 3) Combat


1. Movement

Base move cost = Speed + Movement modifiers

Base move cost is the cost of moving to a neighbouring tile, where any possible Movement modifiers are applied, be it positive or negative. Those include

  • Traits - ch@racter menu
  • Legs & Feet Encumbrance - ch@racter menu
  • +8 for every bare foot (up to +16)
  • Movement mode - Crouch x2 / Walk x1 / Run x0.5
  • Leg & Feet Health - even pain-free, quick, and fleet-footed survivors can have extreme difficulty outrunning zombies if their legs are damaged.
  • Stim level
  • ...?

Afterwards there are additional costs depending on:

  • Terrain Start and Destination - up to x4 (check in-game by hovering with mouse, examining or far-looking at the tile you want to move to)
  • Diagonal movement - x1.4


2. Crafting [1]

Affected by:

  • Lighting
  • Crafting spot / Wield / Table / Workbench
    • base speed - x0.85-1.2 multiplier
    • recipe volume & weight - Up to x0.25 speed for each if they exceed work place limits, so careful with big batches of bulky / heavy items
  • Morale
  • Arms health

Tip: Check craft screen top right corner before starting to see penalty.


3. Combat

Affected by:

  • Weapon base speed(check weapon description)
  • Torso & Hand Encumbrance
  • (ranged) Aim cost
  • (ranged) Reload cost - depending on ammo container - quiver / pouches / belts are generally better than bags
  • Weariness
  • ...?


Movement & Combat Speed Display

You can see it in the status panel, by default in the top right. Spd 100  115

The first value is your current speed. It is green / red if above / below 100.

The second value is last action cost(movement type in brackets, Crouch/Walk/Run) This value is calculated each turn with following bonus and penalties are applied:

Penalties
  • Weight: when the weight carried is 25% higher than the weight capacity.
  • Pain: when pain is higher than the potency of the consumed painkillers. This penalty is more severe if the difference is higher than 60.
  • Painkillers: when the potency of the consumed painkillers is 10 or higher than the pain. More severe if it's higher than 30.
  • Morale: when morale bonus (morale level / 25) is below -10.
  • Radiation: when radiation is 20 or higher. 40 or higher increases the penalty further.
  • Thirst: when thirst is above 40.
  • Hunger: when hunger is above 100.
  • Sunlight dependent mutation: penalties relative to the current light level when not under sunlight.
  • The heat dependent mutation line: (Heat Dependent, Very Heat Dependent, Cold Blooded, Ectothermic), when temperature is below 65F.
  • Mycus fireproofing: 20 penalty points.
  • Speed down artifact: 20 penalty points.
Bonus
  • Morale: when morale is higher than 100 there will be a bonus that can't be higher than 10.
  • Stimulants: Based on the potency of all stimulants taken. It can't be higher than 40.
  • Quick trait: gives a 10% bonus.
  • Fleet-Footed and Road-Runner: gives 15% and 30% respectively when on stable surface.
  • Synaptic Accelerator bionic: gives a 10% bonus.
  • Martial arts: some martial arts give a speed bonus.
  • Ectothermic mutation: when temperature is above 65F.
  • Speed up artifact: 20 bonus points.

Some diseases and status effects can also affect this value (usually negatively).

Move points can't be below 25 in any case.