Btw did you fixed traits application? I recall you mentioned that I forgot to change it during trait application and removal. I changed it from 10% to 5% per level.
I am not sure. What happened was you changing it in one spot but forgetting (or not being aware of another). I made sure that both spots worked off the same logic, that I remember. Just not sure if it's 10 or 5 percent.
Also, I'm not sure how should I deal with skills. You mentioned thatMultiplier to counters means faster learning when learning occurs. Multiplier to skill means better performance. I get it.
Does adding to counter mean learning process itself? Like, read a book about cleaning means add to training counter?
Yeap, that's exactly how it works. Basically the way you should think about it is that every skill has two parts:
Practical skill (Actions)
Theoretical knowledge (Learning)
A character that would consider him/herself "Too Cool For School" under the same circumstances will loose out to a wiser characters that read a book or take a class once in a while. However if a character is just learning all the time, he/she will never make any money without taking an action.
Practical Skill is never useless either, it's just (A LOT) more useful with theoretical knowledge of the skill.
Multipliers increase/decrease the rate at which Practical and Theoretical knowledge is gained and the final multiplier increases/decreases the final (in the game code and comments it is referred to as "True" knowledge) value is being calculated.
Counters just increase P/T knowledge before the multipliers are applied.
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Now that I think about it, we should prolly add new fields to items that caps the skill increments for items (so some shitty book cannot increase skill indefinitely.)