This war of mine survivors1/11/2024 Continuing from an above example, normally Roman gets 22 points for mass murdering civilians, but a traumatized Roman (as an aggressive egoist) gets only 6 points he's barely affected at all.Īdditionally, unique to the aggressive modifier (and therefore to Roman), likelihood of traumatic responses is also modified. The modifiers, roughly ordered from most to least severe, are: aggressive > insensitive > apathic (sic).Ī traumatized survivor is desensitized they are less affected by all events across the board. Once a survivor reaches this point, they are no longer eligible for a good ending. This change is signaled by more pessimistic diary notes, as well as more negative variants of "My Story" segments. If a survivor experiences enough negative events, their mind will permanently shift to a more traumatized state, and from then on their archetype will have a modifier attached (ie insensitive survivalist). The archetypes, ordered from most to least proficient at consoling, are: homie > altruistic > survivalist > egoist. In addition, archetypes determine how good a survivor is at consoling. Children have their own set of traumatic responses. For example, starting at 50 points or above, Roman has a 4% chance to fight another survivor, whereas this chance for Boris is a solid 0%. Egoists are most likely to cause a fight or argument, survivalists are most likely to rob the shelter upon leaving, altruists are most likely to commit suicide, etc. On the other hand, events that they can't witness (such as any deeds done by a scavenger) affect them about as much as an egoist.Īrchetypes also influence the probability of triggering certain traumatic responses. In the case of children, they are greatly affected by events that they can witness (like a survivor's death or a neighbor's request), on par with a homie or an altruist. This table provides a rough outline of how events affect each archetype's morale. Inversely, being terminally ill adds 18 points for Roman, almost assuredly enough to drop to sad, and 7 points for Boris, likely not making a visible influence. Whereas Roman (an egoist) will receive just 22 points, only dropping from normal to sad. Generally, more empathetic survivors will be more concerned by others' suffering and less by their own, and vice versa.įor example, after killing multiple civilians in a night, Boris (an altruist) will receive 44 points - guaranteed to drop from normal to depressed. A survivor's archetype determines how affected they are by morale events (that is, how many points they get from an event). Survivors of different archetypes will have different diary notes in reaction to an event. While the game files contain diary notes for two modifiers, Aggressive and Apathic, in practice children don't seem to be able to shift into these modifiers. This table lists each survivor's archetype and modifier, according to how they are named in the game files, roughly ordered from least to most empathetic.Ĭhildren have their own archetypes, simply named "Kid". Their exact effects will be discussed later in this article. Each of them also has a "modifier", an extreme negative state of mind that they will shift to upon experiencing enough negative events. Two stats comprise this mechanic: archetypes and modifiers.Īll the playable characters are divided into 4 different personality archetypes, which will have a variety of effects on their reactions to morale events, as well as their behaviors. The system displays no visible measures or stats, however, it may be inferred indirectly from a character's comments in the Bio window, from dialogue when cheering up depressed people, and other clues. The sympathy mechanic forms the basis of characters' personalities and their reactions to moral and interpersonal behaviours such as committing crimes, aiding people, or consoling others.
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