Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
3rd idea/observation:
When you get cold and hit food poison stage you are actually having feedback loop:
- fever will make body sweat
- body wetness will add to cold moodlet (which will be already on 4th stage)
- cold will add to food poison (your mod) and wetness (by product by other moodlets, fatigue and body/external temp factors)
Now, I'm aware there are RNG's in place but food poison 100% is an instant kill - in vanilla game, if no external factor are happening, you will at best be with few hp left. This is due to recovery speed from food poison vs hp drain:
- 1% of food sickness will take 10% hp
- fever is from 90% sickness
i did quick 15 tests and only 1 time i managed to recover from above example - it's simple if You hit fever range and next 10 mins update added more food poison you're dead.
In fact even if you survive somehow, You are still cold/wet so you are almost guaranteed to get food poison penalty and get fever again, and now due to low HP, you're dead.
On one of different tests i set cold and wetness to 100% and see how it will behave (it was with weak stomach trait) and before cold started to decreasing, food poison was 34% - ok.
but then when cold went to about 20%, food slickness was around 30% wetness was kicking in back and got cold back up to 60% also driving food sickness going up. Character did not die but as we all love RNG it was bit funny.
Now, what would you say if DTincreasePoison/DTincreasePoisonByWounds would not add to food sicknes if they are already on fever moodlet?
This will ease bit off - still high chance to kill as cold will add up to 20 food poison points, which in fact is what killed me 11 out of those 15 times -> food sickness was below 90% (so no fever) but cold was still 4th stage and bam, food sickness back to 100%.
Perhaps (or tho this might make it way too easy) is to not allow trigger fever modlet 2nd time, or not for some time (few hours).
Also, I could not see if there where any difference with or without antibiotics.
in those two functions cap setFoodSicknessLevel not at 100 but 91-93.
If you get underlying condition (cold, over eating while anorexic, etc) under control quickly You have much gather chances to not loose all HP.
Ok, so when I capped food sickness in above functions to 92%it got interesting and it better. I've still died quite a lot but was not cold that killed me, was OD :)
So, if you get worst of worst (cold, wet, food sicknes at 100%) all other negative buffs like stress/faigue/depression/etc if you play right like coffee/vinamins/pain killers and proper food I managed to recover after 1-2d but HP was all over place, at lowest getting to 7%.
... and i managed to beat this locust, once only.
Obviously it's your decision PepperCat but something to consider when You will have some spare time.
It so easy to remove it just for taking pill.
I mean it is mental illness, shouldn't be so easy for taking pill to fix it instead,
It need time and positive attitude to face it.
It should be work like Alcoholic and smoker trait,
As long as your character not being stress and always keep in good mood over 30/60 days, you can get the rid off of the bad mood trait until you develop the trait again.
I hope my suggestion can give the mod more immersive experience.
my another 2c there.
From implementation, i found that using two moving average (one 3 days over 1 min intervals and other 2-3 weeks over hourly intervals) for those two moodlets (and multiplying by panic / bored) was nicest - 3 days of stress/panic and you have trait, weeks of being calm and so on to remove - pills do not reduce that off them bar but keep 'timers' not increasing (so taking beta-blocker does take off panic moodlet, but also pause terrified timer increases)
Hiccup Crisis - Every time you overeat, there's a chance that your character will have a hiccup crisis, hiccuping and making noise involuntarily, and thus, attracting zombies.The more the overeating level, the worse. It could be worse in duration and/or in loudness.I don't know if this trait could be dynamic. This kind of hiccup happens with me sometimes, but it doesn't last for too long.
Positive Trait Suggestion:
Sixth Sense: everytime a zombie is targeting the player, a moodle will tell them that their sixth sense is warning them that they are in danger. If all zombies give up or die and no zombie is targeting the player, then the warning moodle disappears.