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A graphic introduction to the difficult mode of famine
"Famine" heard that some students think famine is too simple? Today, Bian Xiao has brought you a graphic introduction of mod, which is very good. Oh, do you still think famine is simple? Come and play the difficulty mode mod. Come and have a look with me.

Because the introduction is too long and the content allowed by klei is limited, it is written in the introduction interface of mod.

"If you don't die, you won't die."

Popular science, there is a setting module under mod, which can be used to choose to turn on or off or adjust some functions in mod.

By default, this mod is turned on except for forgetting the map settings.

Some renderings

Giant pike

monkey

Sanbeidong boss

Giant Ghosts and Giant Wild Boars

Detailed introduction:

Due to many changes, some things have been added or deleted, so the introduction is subject to the current version. )

1, satiety and blood volume system

Description: Your state is no longer fixed, but decreases with the decrease of health and satiety. Keep healthy and full, and feel full normally, otherwise it will be difficult to move and have no fighting capacity.

Hunger has accelerated by 25%

(2) satiety and blood volume * * * affect character attack.

Actual attack coefficient = default attack coefficient x percentage of blood volume x percentage of satiety.

Note: If Wilson is full of blood and half full, the actual attack coefficient is 10x 1x0, 5=5, and the spear attack value is 34x0, 5= 17.

Theoretically, when the body is full of blood deficiency, the attack power is less than one ten thousandth of the default value.

(3) Both satiety and blood volume * * * affect the moving speed of characters.

Eating too much or too little will slow down the movement of the character (too full or too hungry to run)

Greater than 0 and 9, the moving speed is 0 and 8.

0,8-0,9, moving speed 0,85

0,7-0,8, moving speed 0,9

0,6-0,7, moving speed 0,95

0,4-0,6, moving speed 1 (that is, the default moving speed of characters)

0,3-0,4, moving speed 0,9

0,2-0,3, moving speed 0,85

0,1-0,2, moving speed 0,8

Below 0, 1, moving speed 0,75

Actual moving speed = moving speed affected by satiety x percentage of blood volume. The minimum value is one sixth of the default moving speed. (Otherwise, the moving speed of 1% is just standing still. )

2. Psychological system

Description: Keep a good mental state, or you will accomplish nothing in fear.

When the mental value is greater than or equal to 66% of the upper limit, it is normal.

When the spirit value is more than 25% and less than 66%, tools such as cutting trees, mining and demolishing buildings cannot be carried out;

When the spirit value is less than or equal to 25%, you can't pick flowers, grass, branches and shells.

When the mental value is less than or equal to 15%, nightmares appear.

3. The damage of the protagonist is strengthened.

Description: Creatures begin to hurt your spirit. Try to avoid injury, or you will bleed a lot.

(1) creature's damage to the protagonist is enhanced (this enhancement only takes effect when the object is the protagonist, and the fighting between creatures is not affected by this regulation)

Biological damage increased by 35%, plus 25% direct mental damage. Mental injury, ignoring armor.

② The injury probability of the protagonist leads to bleeding (not including the continuous injury caused by poisoning).

When the protagonist is injured, (including direct biological injury and other natural injuries, such as being smashed), there is a one-third chance of bleeding.

When bleeding, reduce 2 blood points and 1 spirit every time until the protagonist dies. Or use blood-returning props or food with blood more than or equal to five at a time.

4. After the system is strengthened.

Caption: You must always be careful, because hunting dogs will hunt you down at any time, and clockwork creatures are also eyeing your building complex.

Except for the original regular hounds.

When eating, there is a one in four chance that hounds will bite you to death.

When placing a building, there is a one-third chance of biological damage to the clockwork.

The generated clockwork creatures are one of six kinds: clockwork knight, clockwork bishop, clockwork chariot, clockwork knight, clockwork bishop and clockwork chariot.