OpenXcom Forum

Modding => Released Mods => The X-Com Files => Topic started by: betatester on July 19, 2024, 09:04:40 am

Title: Sanity gain
Post by: betatester on July 19, 2024, 09:04:40 am
I wonder what triggers a sanity gain at the end of a mission.
As far as I can tell the mana xp of agents is always at 0 but sometimes agents gain sanity.
So can you help me training my agents to better endure transformations?
Title: Re: Sanity gain
Post by: Juku121 on July 19, 2024, 03:41:18 pm
Sanity/mana is both a primary and secondary stat in XCF, but since there are no sanity-training weapons, it's essentially secondary. Read Ufopedia (https://www.ufopaedia.org/index.php?title=Experience#Secondary_Stats) for how that works.
Title: Re: Sanity gain
Post by: betatester on September 28, 2024, 04:06:45 pm
Some additional questions:
- Could you regain with experience the sanity lost with transformation?
- What is the chance of gaining sanity if you have experience in other main characteristics?
- Can you gain sanity on every mission? (if you satisfied the main characteristics requirements)
- How much can you expect to gain?

Experience on secondary characteristics seems very random
Title: Re: Sanity gain
Post by: Stone Lake on September 29, 2024, 05:35:07 am
Some additional questions:
- Could you regain with experience the sanity lost with transformation?
- What is the chance of gaining sanity if you have experience in other main characteristics?
- Can you gain sanity on every mission? (if you satisfied the main characteristics requirements)
- How much can you expect to gain?

Experience on secondary characteristics seems very random

- No, because stats are divided into base stats and bonuses. Transformations usually grant bonuses to sanity.
- Depends, see below
- Yes, like all secondary stats (sanity/tu/health/stamina/?).
- The training / missions increase base stats up to a stat cap (https://xcf.trigramreactor.net/master/article/STR_SOLDIER). Bonuses independently add to stats, so effectively work past stat caps.
For secondary stats (once condition of doing any primary action is met), the gain is between 0 and v, where `v=2 + difference between your current stat and stat cap/10`.
So if your stat is near cap, you gain 0-2, so 33% to gain nothing. At low stats the growth is bigger.