Action cost: Difference between revisions

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Most actions you take in the game have an ''action cost''. This determines how long it takes you to perform the action.
Most actions you take in the game have an ''action cost''. This determines how long it takes you to perform the action.


The standard action cost representing a "one-turn" action is 1,000. All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.
The standard action cost representing a "one-turn" action is 1,000. [[Quickness]] determines how many '''action points''' a character has available to spend each turn, which is typically also 1,000.
 
All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.


The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.
The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.

Revision as of 16:07, 16 August 2020

Most actions you take in the game have an action cost. This determines how long it takes you to perform the action.

The standard action cost representing a "one-turn" action is 1,000. Quickness determines how many action points a character has available to spend each turn, which is typically also 1,000.

All action costs are randomly varied by up to ±10% in order to make the initiative order of the game less deterministic.

The most common action cost besides 1,000 is 100, "one tenth of a turn" or "one segment". Directing companions has this action cost, as do various cases of flipping power switches.

Energy cost affecting factors
Mechanism Amount Scope
Empty the Clips -50% Firing pistols
Fastest Gun in the Rust -25% Firing pistols
medassist module -80% Applying tonics
micromanipulator array -40% Tinkering
Move Speed variable Movement
plastifer chem vest -100% Applying tonics
rapid release finger flexors -25% Firing pistols
Short Blade Expertise -25% Attacking with a short blade in the primary hand

Using Hobble with a short blade equipped

Using Shank with a short blade in the primary hand

Sprint -50% Movement
Springing with Sprint -67% Movement
steel butcher knife -50% (first) Butchery
Telepathy -90% Directing companions
Two-headed -20% to -56% Mental actions

Modding note: at an internal technical level, this concept is referred to as "energy". "Action cost" is used in public facing materials to avoid confusion with things one thinks of first when thinking "energy".