Question regarding psionic perk tree

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rakoon79
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Joined: Wed Dec 30, 2015 8:03 am

Question regarding psionic perk tree

Post by rakoon79 »

add more pre-reqs, with the effect of reducing the number of high-level perks that take an eternity to train appearing so early 2) ensure at least one perk from the top two levels can be trained if pre-reqs are fulfilled
That is a direct quotation from the changelog. How do the "pre-reqs" work? Is it "learn x number of psionic perks" or "reach y rank psion" or "specifically learn this and that perk, no exception allowed" ?
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johnnylump
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Joined: Wed Nov 11, 2015 4:12 am

Re: Question regarding psionic perk tree

Post by johnnylump »

So when a new psiop is created, the game shuffles a deck of all the psi perks. The top three on the deck are the first three you can pick in the UI. HOWEVER, if a perk has one or more prerequisite perks (like Soul Merge requiring Mind Merge), it will place the first unlearned pre-requisite perk in the selection UI instead. The perk "level" in the tree merely calibrates how much training time each perk requires relative to the psiop's current level.

For 1.1, in addition to the XP check, we added special code to grant 3 of the 4 perks, randomly selected, for new psiops, to make them a little more useful out of the gate.

For 1.2, I forced a high-level perk to the top of the deck and added additional pre-reqs to the late game perks. This was trying to coax the system to 1) ensure you got a late-game ability and 2) generally present you with lower-tier abilities early in your development.
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