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Synthetic Generation Choice Matters (Support/Industrial Selection) (#…
…7371) # About the pull request Allows both shipside and colony spawns to choose their generation, which has accompanying traits. Generation One is a minimally cosmetic, older model with more industrial construction and build, i.e. classic colony stats for health, movement, skills, etc with the exception of increased engineering skills compared to previous as they are industrial focused models. Older models still learn by doing, they're just slower. Generation Two is an updated cosmetic version of Generation One, they have the same physical and skill traits, but you can use custom appearance on them. Generation Three is meant to be a technical specialist, and is more fragile than Generation One or Two, but has better all-around support skills. # Explain why it's good for the game Increases RP potential for characters who lean into their background in certain areas, such as an old rugged frontiersman, a heavy space construction worker, or a clinical aide. Also allows consistency between your ship and survivor character, which eliminates instances where someone may be forced to RP in a certain way because they are different on account of their spawn being different. # Testing Photographs and Procedure Runs on local, tested both colony and ship spawns of each generation, all functioned as intended. # Changelog :cl: balance: enable generation selection to affect species and skillset for synthetics balance: removed generation 3 leadership skills balance: increased generation 1/2 engineering and construction skills fix: fixed the Solaris PMC nightmare spawn being incorrect skillset /:cl: --------- Co-authored-by: harryob <[email protected]>
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