![]() For example, when a Hungry colonist (-6 mood) eats a meal, you'll see the white triangle immediately jump to the right as the Hungry effect disappears, but the blue bar takes 20 or so seconds (real time at 1x speed) to inch its way toward the triangle.įurthermore, when a colonist is sleeping or otherwise unconscious, the mood bar stays in place. ![]() ![]() There is a "mood target", indicated by a white triangle below the blue Mood bar, which does update instantly and then the actual mood level slowly moves toward the target. Mood updates gradually, rather than instantly, in response to new mood modifiers. Prisoners with high mood are easier to recruit and less likely to break out or go berserk. An unhappy colony generally doesn't get a whole lot done as colonists in a mental break are too busy digging up corpses, wandering around aimlessly or beating up their loved ones. Mood management is a large part of the game, as a happy colony is a productive colony. With a sufficiently high mood (>90%?), colonists can sometimes get inspired to work harder, run faster or gain other interesting positive benefits. The difficulty can be changed at any time during gameplay.
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