It is observed that soldiers without stamina cannot run, and soldiers spend stamina when running. They also supposedly regenerate it. How precisely is what we need to know to implement it. Questions: - How does stamina regenerate in RT and in TB? - What spends stamina? Does movement non-running spend it? Anything else? - How much stamina is spent on what? (approximate formula)

Stamina regeneration sucks at vanilla game.... If you run at TB, you spend 1 stamina for 2 AP. (Imagine reaching a ship, when its 3-4 rounds away....you end up exhausted, and will suck at combat routines) In RT, you can run like a maniac, cause it regenerates with 2 second 1 stamina point.

So every two seconds in RT agent regenerates 1 stamina, confirmed? Weight of equipment has no effect? What about TB? In my experience game considers a turn to be worth 4 seconds, so, does TB regenerate 2 stamina per turn? And question about how agent spends stamina in real time still remains.

I think it depends only on strength. Even the stuff they carry, the AP will be reduced, but stamina will be spent as like normal. If you put them too heavy stuff, it seems they only use that measure. Will have to work with this, cause humans do pretty casual, hybrids are weak, androids regenerate like Deadpool. Im working with this more, will update!

Thanks. We need exact numbers to implement this. EDIT: Made a small test myself. Are you sure you spend 1 stamina per 2 tu? I seem to be spending about 3 stamina per 10 tiles passed (in running mode).

I can do a real time test by having soldiers (3 different kinds, a Hybrid, a Android, and a Human) and having them run 5 tiles, record Stamina loss, have them run 10, then 15. After each test I can also record how long it takes for stamina to regenerate, although that will be a less precise calculation.

Yeah, I can probably calculate the initial drain, but it may be best if a separate pair of eyes calculates the stamina regeneration, for security sake.

I'd be surprised if it was a formula more complex than regen X points per second or X% of total stamina per second

Turn Based Stamina Tested on agents, not civilians, and not aliens, i hope they regen with the same pattern Stamina regeneration is based on the unit max. stamina, and seems to be only affected by TUs If < 128, regenerates 2 stamina/turn If >= 128 and < 192, regenerates 4 stamina/turn if >= 192, regenerates 6 stamina/turn But, if the unit has spent many TUs in the turn, that regeneration may be altered: If remaining TUs < 9% Max TUs (i think it is after reducing it with Weight penalty), no regeneration applied If remaining TUs <18% and >=9% Max TUs, previous regeneration is halved If remaining TUs >= 18% Max TUs, regeneration is full Spending Stamina Things to check Movement on slopes increases/decreases cost or just is harder to move (more TUs around them)? Crossing doors? Fire? Smoke? Flying? Any special weapon uses stamina? (Grenades, grapples, swords...) Running in straight line (crossing the square edges) Every run square costs 0.6 Stamina Every run square costs 2 TU Running in diagonal (through square vertices) Every run square costs 0.6 Stamina Every run square costs 3 TU Walking in straight line No stamina cost Every walked square costs 4 TU Walking in diagonal No stamina cost Every walked square costs 6 TU Crawling in straight line Every crawled square costs 0.85 Stamina (Average was 0.88 but with the avg in diagonal, it may be 0.85) Every crawled square costs 6 TU Crawling in diagonal Every crawled square costs 0.85 Stamina (Average was 0.82 but with the avg in straight, it may be 0.85) Every crawled square costs 9 TU Realtime Stamina Tested on agents, not civilians, and not aliens, i hope they regen with the same pattern Stamina regeneration is based on the unit max. stamina If < 128, regenerates 1 stamina/gameSec If >= 128 and < 192, regenerates 2 stamina/gameSec if >= 192, regenerates 3 stamina/gameSec If the unit is moving, does not regenerate stamina Laying on ground, kneeling or standing regenerates the same stamina Spending Stamina An interesting finding, distance doesn't matter, just the time moving Things to check Movement on slopes increases/decreases cost or just is harder to move (more TUs around them)? Crossing doors? Fire? Smoke? Flying? Any special weapon uses stamina? (Grenades, grapples, swords...) Running (straight line or diagonal) Every second running costs 3 stamina No stamina regeneration Walking No stamina cost No stamina regeneration Crawling (straight line or diagonal) Every second crawling costs 1 stamina No stamina regeneration Spoiler: Raw data pics t#a is beginning of turn t#b is end of turn RT Values Different distance spent the same stamina P.S. If you run one square at a time (TB), stamina is not drained

I am unable to do the RT testing as of now as my recording software has crashed, I am trying to troubleshoot but in the meantime I wouldn't rely on me for this.

It's fine. Finish it when you can, for now we'll use TB values for RT (sans the penalty for spending TUs)

Added stamina in realtime This was much simpler than expected. I may have a look at this another day Things to check Movement on slopes increases/decreases cost or just is harder to move (more TUs around them)? Crossing doors? Fire? Smoke? Flying? Any special weapon uses stamina? (Grenades, grapples, swords...)