Fix: Fixed Default Attribute Scores; Fixed Attribute Score Randomness; Reworked Attribute Score Randomness Option; Added Starting Attribute Score Documentation#6843
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…; Added Starting Attribute Score Documentation
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Additional details and impacted files@@ Coverage Diff @@
## master #6843 +/- ##
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Coverage 11.51% 11.52%
- Complexity 6563 6567 +4
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Files 1100 1100
Lines 140989 140971 -18
Branches 21848 21845 -3
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+ Hits 16237 16243 +6
+ Misses 123056 123030 -26
- Partials 1696 1698 +2 ☔ View full report in Codecov by Sentry. 🚀 New features to boost your workflow:
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Scoppio
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May 2, 2025
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Could add a type of point-buy in a next iteration, and allow players to set the base point-buy stack in the campaign options. This can help with the all random stuff
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That'll be coming in 50.07/50.08, with the new company generator. But yeah, definitely on my radar. |
# Conflicts: # MekHQ/resources/mekhq/resources/CampaignOptionsDialog.properties
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Dev Notes
There were a few issues with starting attribute scores. Namely that some of the scores were wrong (0, in some places, or 41 charisma for LAM Pilots).
Attribute score randomization also wasn't correctly resetting attribute scores to their default value before randomizing. What this would mean is that character attributes would frequently spike towards one extreme or the other.
Regarding attribute score randomization, I didn't like the play feel of the extra randomness option. Especially as we didn't have a non-random attribute option. So I reworked the 'extra randomness' option. That now just toggles randomness on/off.
Marking this as 'high' as it could have significant impact on a players' campaign if they upgrade a campaign from 50.05 or 50.06 to 50.07.