In other news, a small (but not insignificant update). I've been doing some refactoring. For the non-technical reader: that means I rewrote parts of the code so it works exactly as before, just better. This also meant that I could clean up some convoluted problems with rewards, which work now much nicer than before. There are two major changes:
Rewards for stats are very much streamlined now. The following example is now valid (though a bit silly).
<stat exp="50" level="10" repeat="Inefficient" tag="Charming" untag="Ugly">Personality</stat>
Essentially, I've merged
I found "Primary" and "Secondary" to be really imprecise and unclear, not to mention rigid and difficult to use correctly. So I threw that out, and instead give you very simple mathematical tools. We now have the option to average values, or to add or subtract some, or parts of them. Example:
This will take the average of both Reflexes and Lucidity, then subtract 20% of the Trauma value, and add the Muscle value in full. The total is then tested against. Powerful, but very simple. Most actions will probably just use a single