Glimmer: Difference between revisions

195 bytes added ,  04:58, 9 November 2021
Removed cleanup request for player-centric bias, and clarified that it *is* player-centric; also added a table of probabilities for different numbers of hunters to show up by glimmer.
m (Clarified that the player must kill the hunter to absorb ego)
(Removed cleanup request for player-centric bias, and clarified that it *is* player-centric; also added a table of probabilities for different numbers of hunters to show up by glimmer.)
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{{Cleanup | This article may need to be reviewed to clarify any player-centric bias (references to the player that actually apply more broadly). For things that apply only to the player, it's often best to explicitly note as such.}}
{{As Of Patch|2.0.199.0}}
{{As Of Patch|2.0.199.0}}
{{qud quote|Your psychic glimmer represents how noticeable you are in the vast psychic aether. As your mental mutations increase in level, so does your psychic glimmer and the frequency, strength, and number of those who desire to absorb your mind.}}
{{qud quote|Your psychic glimmer represents how noticeable you are in the vast psychic aether. As your mental mutations increase in level, so does your psychic glimmer and the frequency, strength, and number of those who desire to absorb your mind.}}
'''Glimmer''' is a mechanic that is usually only experienced if the player character has a high level of [[:Category:Mental Mutations|mental mutations]]. Glimmer is a quantified measure of how powerful a creature's mental capabilities are, or how noticeable in the case of those that frequently use [[Mass Mind]]. It is calculated by summing up all of the creature's mental mutation levels. This includes levels gained through [[Ego]] modifier. 1 point mental mutations that cannot level add 1 to the current glimmer.
'''Glimmer''' is a mechanic that is usually only experienced if the player character has a high level of [[:Category:Mental Mutations|mental mutations]]. Glimmer is a quantified measure of how powerful a creature's mental capabilities are, or how noticeable in the case of those that frequently use [[Mass Mind]]. It is calculated by summing up all of the creature's mental mutation levels, plus any modifiers from [[Mass Mind]] or other static effects. This includes levels gained through [[Ego]] modifier. 1 point mental mutations that cannot level add 1 to the current glimmer.


If the player character is currently dominating another creature, the glimmer is based off of the original dominator of the domination chain.
The glimmer of a [[domination|dominated]] creature is based off of the original dominator of the domination chain, usually the player.


==Effects of Glimmer==
==Effects of Glimmer==
There are two thresholds that glimmer can surpass to have significant effects.  
Glimmer has no effects on non-player entities. There are two thresholds that glimmer can surpass to have significant effects.  
===20 Glimmer===
===20 Glimmer===
{{qud quote notxml|&KYou are being watched.\n\n&KIt's a familiar feeling. When someone has watched you in the past, when it's light that's betrayed your presence, you made a friend of the darkness. You pulled your hat brim low over your eyes. You stepped behind the cover of a thatched wall. But those who watch you now watch in spite of such simple obstructions. Their sight isn't mediated by the rays of a gleaming star or torch but by something much older. If there are ways to conceal yourself from these seeing eyes, if there are new kinds of darknesses to befriend, you know nothing of them.}}
{{qud quote notxml|&KYou are being watched.\n\n&KIt's a familiar feeling. When someone has watched you in the past, when it's light that's betrayed your presence, you made a friend of the darkness. You pulled your hat brim low over your eyes. You stepped behind the cover of a thatched wall. But those who watch you now watch in spite of such simple obstructions. Their sight isn't mediated by the rays of a gleaming star or torch but by something much older. If there are ways to conceal yourself from these seeing eyes, if there are new kinds of darknesses to befriend, you know nothing of them.}}
Upon surpassing 20 glimmer, the player receive this message. The player character will then start to be pursued by psychic hunters.
Upon surpassing 20 glimmer, the player receives this message. The player character will then start to be pursued by psychic hunters from the [[Seekers of the Sightless Way]].


In the journal, "You had the feeling of being watched, and learned that there's a sight older than sight." will be noted as an accomplishment.
In the journal, "You had the feeling of being watched, and learned that there's a sight older than sight." will be noted as an accomplishment.
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==Esper Hunter Generation==
==Esper Hunter Generation==
{{Missing info|TODO: calculate the chance of each number of esper hunters spawning. This can be found in <code>XRL.PsychicHunterSystem.GetNumPsychicHunters</code>.}}
Whenever the player character enters a new zone and their glimmer is between 20 and 49 inclusive, there is a 0.2 * (glimmer - 5)% chance that a hunter will spawn. If their glimmer is greater than or equal to 50, the chance becomes 0.0666*(glimmer + 65).
Whenever the player character enters a new zone and their glimmer is between 20 and 49 inclusive, there is a 0.2 * (glimmer - 5)% chance that a hunter will spawn. If their glimmer is greater than or equal to 50, the chance becomes 0.0666*(glimmer + 65).


If glimmer is greater than 34, there is a 0.5*(glimmer-20) % chance that an additional hunter will spawn. If glimmer is greater than 49, this chance is rolled two more times, and then a third roll if glimmer is greater 80 with a chance of 0.5*(glimmer - 50)% to add an additional hunter.
If glimmer is greater than 34, there is a 0.5*(glimmer-20) % chance that an additional hunter will spawn. If glimmer is greater than 49, this chance is rolled two more times, and then a third roll if glimmer is greater 80 with a chance of 0.5*(glimmer - 50)% to add an additional hunter. The maximum number of hunters is 5.
{| class = "wikitable"
{|class="wikitable"
!Glimmer
!Glimmer
!Chance of spawn
!0 Hunters
!Number of possible Hunters
!1 Hunter
!2 Hunters
!3 Hunters
!4 Hunters
!5 Hunters
|-
|0
|100.0%
|0.0%
|0.0%
|0.0%
|0.0%
|0.0%
|-
|-
|0 to 19
|20
| 0
|97.117%
| 0
|2.883%
|0.0%
|0.0%
|0.0%
|0.0%
|-
|40
|93.144%
|6.135%
|0.721%
|0.0%
|0.0%
|0.0%
|-
|60
|91.684%
|6.727%
|1.285%
|0.235%
|0.069%
|0.0%
|-
|80
|90.524%
|6.642%
|1.959%
|0.592%
|0.237%
|0.046%
|-
|100
|89.274%
|6.456%
|2.572%
|1.053%
|0.504%
|0.141%
|-
|-
|20 to 34
|120
|3-5.8%
|87.679%
|1
|6.139%
|3.073%
|1.586%
|0.975%
|0.548%
|-
|-
|35 to 49
|140
|6-8.8%
|86.24%
|1-2
|5.611%
|3.174%
|1.965%
|1.666%
|1.344%
|-
|-
|50-64
|160
|7.7-8.6%
|85.085%
|1-4
|4.534%
|3.195%
|2.182%
|2.204%
|2.8%
|-
|-
|65-79
|180
|8.7-9.6%
|83.743%
|1-4
|3.293%
|2.578%
|2.065%
|2.934%
|5.387%
|-
|-
| 80+
| 9.7%+
|1-5
|}
|}