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战场经验 - 机制剧透

2026-02-16 01:00:17
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AI智能总结导读

这篇帖子是游戏雇佣兵属性机制的剧透攻略,核心讲解雇佣兵属性提升机制,包括属性点获取规则、各属性(力量、敏捷等)的提升触发条件,还涉及雇佣兵初始XP、AP计算、 sector旅行时间等机制,数据源自游戏lua文件。

No story spoilers or choose options, purely for mechanic obsessive people, how you are able to increase each stat. Some of options have fail chance, and some do only one gain per map ( "oncePerMapVisit" - so retreat and come back should help? - good luck traveling out and back for every mine in minefield :D ) Sources are lua files from game Data.hpk:Data.hpk > SectorOperation.lua Data.hpk > StatGainingPrerequisite.lua And for merc stat mechanics (storage, AP):Lua.hpk > Lua/ClassDefs/ClassDef-Zulu.generated.luaLua.hpk > Lua/Mercenary.lua Merc (even IMP) is starting with random XP at start between 0-600 for IMP, for AIM merc it depends on their level. When and how exactly point is added, ... I tried to follow from Stat increases("SetPrerequisiteState") to "RollForStatGaining" where "roll = InteractionRand(100, "StatGaining")" and I found several Cooldowns - some related to campaign time so related to last skill increase and some related to Map ... Adding Stat Point You only gain 5 statGainingPoints per level, when you advanced 20% toward the next level, 40%, 60%, 80% then when you reach a new level. Level-10 mercs can still gain statGainingPoints ... 引用自 MouToN:source: function RollForStatGaining(unit, stat, failChance) in Lua.hpk > Lua/Mercenary.lua Each time you get a stat increase by field experience, you get a random cooldown between 1 and 2.5 days (only for this specific stat). The triggers described in this guide are called "StatGainingPrerequisite". In order to gain an actual point in a stat, you first need to store "statGainingPoints" through XP (I have not analyzed this yet, but i suspect that this is where wisdom is valuable). These "statGainingPoints" are shared between all stats and are consumed by successful stat gain (-1 for any stat increase through "field experience"). If your merc's pool of "statGainingPoints" is at least 1, if the cooldown is over, and if your merc's current stat is between 1 and 99, then for each "StatGainingPrerequisite" met, you roll a first dice between 1 and 100 for the fail chance of the prerequisite (if not mentioned in the guide, this is guaranteed). Then you roll another dice between 1 and 100. If this second roll is greater or equal to [merc's current stat - 30] (ie. 100% chance for a 1..31 stat, 99% for a 32 stat, etc., until 32% for a 99 stat), this stat will get increased, a new random cooldown will be set, and a point will be deduced from this merc's "statGainingPoints". You only gain 5 statGainingPoints per level, when you advanced 20% toward the next level, 40%, 60%, 80% then when you reach a new level. Level-10 mercs can still gain statGainingPoints when they get 2000 XP past the level-10 milestone, then when they get 4100 XP (2000+2100) past level-10, then 6300 XP (4100 + 2200), then 8600 XP (6300+2300) so basically they get their n-th points after 2000*n + 100*n*(n-1)/2 XP. Health: "Accumulated 80 HP of damage." "Recovered from a wound" ( Fail to gain 10% ) Agility "Moved a distance of at least 7 voxels after they were attacked in the previous turn" ( once per map visit) "Opened a combat while Hidden." "Accumulated 20 AP of movement in combat (including free move)" Dexterity: "Killed with an aimed shot (at least one aim)" ( Fail to gain 75% ) "Killed with an aimed melee attack (at least one aim)" ( Fail to gain 50% ) "Successful stealth kill" ( Fail to gain 25% ) "Killed with a throwing knife" Strength: "Killed with a melee crit" "Accumulated 50 inflicted damage to enemies with melee weapons." "Killed 2 enemies in melee within the same combat." Wisdom "Discovered hidden herbs/parts"( once per map visit ) "Discovered a trap (e.g. mine)" ( once per map visit ) Leadership: "Spent at least 12 hours to train mercs (activity)" "Spent at least 12 hours to train militia (activity)" Marksmanship: "Accumulated 110 inflicted damage to enemies with firearms" "Kill an enemy with precise attack against him at <=30% hit chance." Mechanical: "Finished a mechanical activity in the satellite view lasting 24+ hours" "Disarmed a mechanical trap" ( once per map visit ) "Upgraded a weapon." Explosives: "Hit 2+ enemies with a single grenade/heavy weapon shot" ( Fail to gain 10% ) "Successfully craft explosives" "Disarmed an explosive trap" ( once per map visit ) Medical: "Finished a Doctor activity in the satellite view lasting 24+ hours" "Accumulated 25 health healed with Bandage." "Revived a downed teammate." Bandage - skill during active battle Sector Operations: Treat Wounds: Medical >30Repair Items: Mechanical >20Craft Ammo & Explosives: Explosives >50 Storage size: Minimal size for merc storage is 4. Any futher slot to gain is (Strength - 30)/5. So your 5th slot is at 55 ... and every 5 STR after AP amount: Number of AP from agility(not counting any other stats as SLOWED/REST WELL and others like perks ): From lua file: 3 + (agi/10) + (lvl/3) Minimum garanted: 3 Agility score: 1/10 ( rounded down ) Level of merc: 1/3 ( rounded down ) Example: Merc: lvl 4 with 88 agi 3 + 8 ( from agi ) + 1 ( from level ) = 12 AP Max point ( without R&R and Taking cover and maybe some perk: 3 + 10 ( max agi is 100 ) + 3 ( max lvl is 10/3 rounded down is 3 ) = 16 Sector travel time: This was fun to decode :D squadModifier = 100 - (125 - max_leadership) sector_travel_time = sector_travel_time - sector_travel_time * squadModifier / 100 Examples: Leadership 30 : 5% saving of travel time Leadership 50 : 25% savings Leadership 75 : 50% savings Leadership 100 : 75% savings Enemy HPs: Very strong >= 90 Strong >= 75 Healthy >= 60 Below levels, if it is their Max HP = Uninjured else Weak >= 45 Wounded >= 25 Severely Wounded >= 10 Almost dead > 0 Dead = 0 Names of Magazines: I will not provide locations as this is mechanic and info dump guide. Health: "An Apple a Day" Agility: "Parkour!" Dexterity: "Sleight of Hand" Strength: "Flex 'em!" Wisdom: "Grilled Bears' Survival Guide" Leadership: "Puntastic Dad Jokes" Marksmanship: "Long Distance Relations" Mechanical: "Nuts and Bolts Magazine" Explosives: "The Red Wire" Medical: "National Paramedic" Show XP and Level ( mod by audaki_ra ): While hovering over a merc, shows current Level, total XP and total XP required for next level. https://steamcommunity.com/sharedfiles/filedetails/?id=3011957956

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