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Skill additions (Skill quirks, medical skill self diagnosis)#894

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MrMelbert merged 11 commits intomasterfrom
skillissue
Apr 6, 2026
Merged

Skill additions (Skill quirks, medical skill self diagnosis)#894
MrMelbert merged 11 commits intomasterfrom
skillissue

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@MrMelbert MrMelbert commented Mar 10, 2026

  • A few quirks have been added that give you +500exp in a relevant category (journeyman, depending on your job)

    • Electronics (1pt)
    • Mechanics (1pt)
    • Cooking (1pt)
    • Botany (1pt ... also technically doesn't do anything)
    • Firearms (2pt)
  • There's also a few that give +250exp (apprentice, depending on your job)

    • Athletics (4pt)
    • First aid (2pt, enough for cpr training)
  • Note: These quirks still give you the experience if your job already has the relevant experience. For some jobs it will bump a novice or apprentice skill up to journeyman - However, for jobs that already have journeyman skills, it's not enough exp to get bumped to expert.

  • Prosthetic Limb quirk gives you innate +100exp to cybernetics (novice, depending on your job)

  • Spacer gives you innate +500exp to EVA (journeyman, depending on your job)

  • EXP to get to Expert has increased by 300

  • EXP to get to Master has increased by 200

  • EXP to get to legendary has increased by 330

  • Athletics skill now modifies your sprinting drain rate

  • First Aid now grants CPR skill at apprentice, rather than journeyman

  • First Aid or Surgical skill now allows you to better self-diagnose wounds and organ damage, showing you less vague info about the aforementioned afflictions (such as being able to differentiate a rib fracture from internal bleeding)

  • Some wounds now have unique messages for being examined while under clothing. Clothing (and thick clothing such as space suits in particular) may make it more difficult to (self)diagnose(for now) a wound

@MrMelbert MrMelbert merged commit 46be577 into master Apr 6, 2026
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@MrMelbert MrMelbert deleted the skillissue branch April 6, 2026 22:53
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