Speed: Difference between revisions

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m (Mentioned fleet-footed and road-runner mutations and added link to Morale page)
(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: --


''Moves'', or ''move points'', or ''movement points'', determine the amount of actions you or any creature can perform in a [[turn]].  
<u>Speed</u> determines how many action points you start with each ''turn''(1sec).


''Speed'' determines how many move points you start with each turn.
<u>Actions</u> (move/craft/fight) you perform during a turn reduce your available action points.


''Base move cost'' is the final value where both speed and any possible modifier, be it positive or negative, is applied (such as [[traits]], [[encumbrance]], [[#stim|stim]] level, queued actions, etc).  
<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.


Base move cost = Speed + Move modifiers
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.


Note that you'll 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).


;Performing Actions
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:
 
*1) Movement
*2) Crafting
*3) Combat
 
 
;1. Movement
 
<code>Base move cost = Speed + Movement modifiers</code>
 
''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]]
* Feet and Legs [[Encumbrance]]
* 25% Bonus for wearing any shoes
* Movement mode - Crouch <code>x0.5</code> / Walk <code>x1</code> / Run <code>x0.5</code>
* [[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:
* 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>
* Weary effect multipliers - up to <code>x3</code>
* ...?
 
 
;2. Crafting
 
Modifiers that affect it:
 
* Wield / table / workbench / crafting spot - <code>x0.8-1.25</code>
* Lighting
* Morale
* Hand [[Encumbrance]](?)
* Weariness
*...


Each action you perform during a turn reduces your available move points by the move cost of such action. Your turn will be over once you don't have any move points left. Any ongoing action will be paused and queued for the next turn.  
Check the top right corner of the craft screen before you start for severe penalties.


Queued actions will be subtracted from the available move points of the next turn. Example: your base move cost 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 move cost for that turn will be reduced by 10 (the extra moves that didn't fit in the previous turn).


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.
;3. Combat


;Running cost
Modifiers that affect it:


When moving around (normally you walk, press {{key|"}} to really start running, which consumes stamina as well) you consume as many move points as the movement cost of the current [[terrain type]] to which you move. You can check that cost in-game by {{k|e}}xamining or far-looking at the tile you want to move to.
* Weapon base speed(check weapon description)
* <u>Hand</u> and <u>Torso</u> [[Encumbrance]]
* (ranged) Aim cost
* (ranged) Reload cost - depending on ammo container - quiver / pouches / belts are generally better than bags
* Weariness
*...


The base movement cost depends on several factors, including 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.


;Display
;Movement & Combat Speed Display
You can see it in the status panel, by default in the top right.
{{igs|Spd |c_white}}{{igs|100 &nbsp;115|c_white}}
{{igs|Spd |c_white}}{{igs|100 &nbsp;115|c_white}}


The speed will be {{igs|green|c_green}} if above 100 and {{igs|red|c_red}} if below that. Besides the speed value you'll find the move cost of your last action.
The first value 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
;Calculation

Revision as of 11:59, 18 February 2022

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

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

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

Turn ends once you don't have any action points left. You always perform actions first, then unfriendly creatures and, finally, friendly ones.

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.

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).

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.

Speed 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

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 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
  • Weary effect multipliers - up to x3
  • ...?


2. Crafting

Modifiers that affect it:

  • Wield / table / workbench / crafting spot - x0.8-1.25
  • Lighting
  • Morale
  • Hand Encumbrance(?)
  • Weariness
  • ...

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


3. Combat

Modifiers that affect it:

  • Weapon base speed(check weapon description)
  • Hand and Torso 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)

Calculation

This value is calculated each turn, where the 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.