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NSkillV2 Pre-Release 4 Notes (not yet released!)


Calculated figures are 'close' but not 100% accurate. Please report descrepencies to me, if you could, giving as much info as possible - and remember that the hidden 0.3, 0.4 points from implants may have a factor

Re-worked the code (for those of you interested, you sickos, class diagram here)

Full and complete item listing will be implemented on 'proper' release

Weapons files now enabled

Weapons calculations are present: damage and frequency. Accuracy not 100% yet, but very close for all tested weps. Please alert me to major errors.

Psi pool is now enabled

Body health is more accurate for all values, hopefully - not necessarily 100%

Stamina is now enabled - not necessarily 100%

Runspeed is now enabled (takes 150 athletics & agility as a theoretical 100% benchmark)

Speeded up the update cycle (you will see updates as stats are changed)

New Character Sheet – showing the new information, important skills visible at a glance, important implants and armour labelled for quick identification.

Character sheet displays fully on a forum page with no scrolling now

Psi shields implemented in a less half-assed way. Hopefully I will soon be able to reduce a dmg% to a self-cast shield %

Item db fixed in stone for a setup db if I ever get round to it. This removes the ability to add new imps, but MM's itemGFX has given me a complete listing. Remarkably sexy man, that MM.

New graphics

General UI tidying

‘Template’ support – add anti gamma bones, rifle implants, etc. with a couple of a clicks. I'm open to suggestions on this one, whilst I don't want NSkill to be prescriptive, I'm all for saving time and fewer clicks

Save/load streamlined, all saved data is serializable for inter-program support. Please note that this may mean that .exl files saved with pre-release versions may become obsolete with subsequent versions leading to release

More NC-compliant implant switching (in short, you can’t ‘stack’ implants, to add a new implant, the slot in which it will go is disabled for calculating requirements)

Subskill and skills organised into collections – NSkillV2 can cope with major changes to the NC framework

Weapons build qualities stored and saved

Localisation support added (for western / Latin based char sets)

Proper implant disabling implemented (as in they’re still there, but red and not having any effect. They will auto-enable when requirements are met. Should be fun for those RK-1000 PEs)

Captioning framework implemented to make imps identifiable at-a-glance

Custom graphics for items (i.e. recycle glove is now blue, CAR-47 shows as an AK, AG bones are green, etc. Please note this isn't yet complete)