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
Similar circumstance, started a solo run of Desertum and had a 2nd person wander into camp. They are currently at -60+ towards each other but are cooperating just fine. They won't be getting married any time soon but it's not interfering with camp operations.
I have done some testing with the RNG. How I did my testing was, just before the two people were to be near each other working, I did a save. Let the two people work close to each other (ie, workbench next to the research table), and watched the banter text happen. Then I would reload from that save point and watch the two get close together again. Now if you think this is a true RNG, you might see a different banter, but no you get the same banter. Reload, control one so the meeting does not happen. Let it play out so they get next to each other later, and guess what, you get another negative banter.
It is almost like a 75/25 split of negative versus positive banter, when it should be more of a 50/50 split.
I agree that the mechanics of social interaction felt wonk, but i didnt get to play much because of a graphical bug.
from you scenario of save loading, i Just wondering if they had already decided they hated each other at first sight... and you just made them run through untold iterations of expressing that feeling.