Exogate Initiative

Exogate Initiative

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STRESS makes this game unplayable
So I start the game - I ?THINK? on low difficulty, hire 3 scientists, set up mission, but they cannot go on the mission because one scientist becomes stressed. The very first mission. WTF? So I have to hire another scientist to swap out the stressed guy. They go on the mission, come back, and the new guy is stressed and now I have 4 people, 2 of which cannot do anything. This is my SECOND playthru. The FIRST one I ended up abandoning in disgust because I had 3 medics, 4 soldiers and 9 scientists 75% of the staff which were non-functioning because of stress. Months and months of nothing but flashing stress signs. I had lots of psyc vending machines and beds and 2 psyc desks, but the medics either would never, or rarely treat the stressed people. The game for me is unplayable and not fun if even on the very first mission you cannot go because of stress and it just becomes a spiral of untreatable and nonfunctioning people.
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Showing 1-9 of 9 comments
Gedsaro Mar 3 @ 7:32pm 
How did you manage this? I have not noticed this issue, especially first thing in the game.
Are you not making rooms properly perhaps? I think this can up how quickly stress goes up, or maybe how fast needs deplete(which causes the stress?)
u need the party room , not the training room
Pinkeh Mar 4 @ 7:07am 
The recreation room lowers stress.
Last edited by Pinkeh; Mar 4 @ 7:10am
And, get that Canopy bed
Biggles Mar 4 @ 7:59am 
sending them on consecutive missions without a break will also cause stress
Maxime at Xeno Bits  [developer] Mar 4 @ 8:58am 
Also be sure to check your rooms efficiency:
If your rooms are not surrounded by walls and doors, and all floor tiles build, your gaters fatigue will increase faster which can impact their mental health.
@Devs, could pathing issues be one factor?
I noticed that when I built the first Medical room that the first items got built, but for some reason the medicine dispensers and the psych desk (sorry, don´t remember the exact names) remained as "blue prints" for a long time, the robots stopped entering the room. Only when I opened up a second access into the room the robots actually completed the construction, followed by people only taking that new path into the room. I don´t recall if the first entrance, which was a bit further from the "center" of the base than the second one gets used some of the times, or never.

I also have a massive amount of mental issues with the people, and I noticed that no one ever went into the Rec room. I built another one in a different spot, and hey presto at least it got used.
Mental issues are still a massive problem, so any info that is a bit more in depth would be of great use! :)
soldyne Mar 17 @ 7:47am 
I think seeing your layout in some screen shots would be of benefit to us helping you. I just finished 100% with all victory conditions on multiple playthroughs and had no issues with any of my gaters. just saying this because I don't think its a bug or a fundamental game design issue.

can you post some screenshots of your base and give us a run down of your gater teams?
The game balance is WAY OFF, it goes from challenging to super easy, depending on the tech you have researched. Just research the next level bunk beds and they relieve mental stress and don't forget to assign medics to the diagnosis tables in the med bay and they will feed your guys pills, it's weird how somethings you have to assign people to and other things you don't, really catches you out first time round playing.
Once you have those new beds, no one suffers stress anymore, at all, they still gain it but it disappears after a sleep and the premium food helps too, once you have them both it trivialises that part of the game.
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