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
Abandon the current quest, take the stress, and relieve it in town.
Send out a different group next week.
You can still heal sometimes when afflicted, the current situation and the affliction weigh into the decision. IE When Paranoid and over 25%ish health they will deny healing. But if they drop very low or deaths door, they will probably accept heals rather than die. But they still wont trust your devil magic to heal them any more after that. :P
Best way to deal with it is not to let stress climb to 100 (duh).
id actually like to see them get a little bit harsher in future versions of the game.
If you get paranoid then it creates a massive negative stress feedback loop in your party. I've even seen party members refuse healing if they're paranoid.
But you need a special kind of humor to enjoy this I think.
id like to see afflicted characters attack other members of my team, waste provisions, etc. or, at least have their chance to do something negative like skip turn, refuse healing, etc. come up more often.
Quite the opposite. Lovecraft is my favorite hack writer who substitutes big words for pithy arrangement. I'm not saying it's not forgiving for the game's theme, I'm saying it's almost irrelevant for purposes of gameplay.