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- Companions now have a "bonding feat" with different effects: Unhappy, Displeased, Indifferent, Content, Inspired.
- A weak bond decreases their skill gains (learning points are recovered if it improves), Content adds a minor personal bonus, Inspired gives a minor party bonus.
- Your bond will grow by adventuring together (tracked via earned shared XP and key events) and could be affected by different narrative choices. If you leave them behind too often, they will move on with their lives.
- Initial impressions are affected by Charisma. Lone Wolf will push people away.
Unhappy -> -20% Skill gain
Displeased -> -10% Skill gain
Neutral -> No benefit
Content -> +5% Skill gain
Engaged -> Previous bonuses +Companion specific bonus
Inspired -> Previous bonuses +Companion specific party-wide bonus
Devoted -> Previous bonuses +1 Nat DR (Only available with Cult Leader, replaces guaranteed +1 DR from Cult Leader)
Repeatedly dismissing companions subtracts from the value, and some story-related decisions can affect disposition as well.
Thanks for the answer of course.
But if we don't update, how can we finish it? Unless you mean adding systems, but this was done months ago in beta. Also, while Vince writes the events, I get some time to do mechanics design, so it's not that we are "delaying" the game by doing design work.
In any case, it's out in a month =)
Dismiss at your own peril each time you do it it lowers the companions opinion of you and eventually after several dismissals they will leave you...also the first time you leave for the factory anyone that isn't in yr party is moving on for good...
So my suggestion for you is to limit the extent of this^ practice and instead lock in companions for the long haul as each will eventually give party wide bonuses(for instance Jed gives extra armor handling and Faythe gives extra initiative...
Thanks!
That is correct. Jed's dead baby.