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System Changelog Entry #5513

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Summary partial implementation of psychological energy ecology
Rated Importance
4.2
4 raters
****+
Rated Value
4.0
4 raters
****
Type lib expansion
By Chaos
When Oct 17 2013 3:45 PM
Description Implemented some initial features of an ecology of psychological energies. Those presently dealt with are: emotive energy (general emotional capacity), intellectual energy (powers abstract intellect), algetic energy (pain), hedonic energy (pleasure), phobic energy (fear), and agonistic energy (anger). Emotive and intellectual energy regenerate all the time on their own; the others work differently. The largest immediate impact here is that pain and pleasure events, in combat and otherwise, have been redefined to work mostly in terms of algetic and hedonic energy, respectively. You'll be seeing less stunning occurring from them, because now the main thing they do is cause you to involuntarily convert emotive energy into algetic or hedonic. Stun starts happening when you 1) run out of emotive energy or 2) reach your maximum algetic/hedonic capacity. Once you have algetic energy, it starts 1) dissipating and 2) transforming into phobic energy, both at rates determined by various relevant attributes, skills, traits, statuses and combat modes. Phobic energy, in its turn, dissipates and turns into agonistic energy. Agonistic energy just dissipates. Hedonic energy, for its part, dissipates and turns into spiritual energy. All of these energies have some minor effects on your character right now, which will be expanding later, hence "partial implementation". Specifically, I haven't started making their intended effects on your attribute and skill performance in combat start applying yet, as I want to see how the ecology of them plays out a bit and how it needs to be tuned, first.
Reason Building out the psychological energy model and its implications.
Result Psychology.
Version predates automated version tracking

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