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It's very clear that your characters can rest during the daytime. They also do not get more tired by being up during the day (protip: if a neightbor asks for your help and you want to send someone who was guarding/scavenging the night before, have them sleep it off THEN go help).
Their hunger state doesn't change either; they get hungry once per day.
Sickness and wounds are more difficult to figure out. I think I've only had people go from sick to slightly sick overnight, not during the day. I let them rest all day anyways, but I have no idea.
As far as I can figure it out at present; people 'recover' during the daytime, but they do not 'heal'. (I haven't seen any negative illness status removed from their info cards during the daytime.)
I think there's something like a status value, or status bar for their sickness, and injuries. When they're in bed during the daytime and their status says 'recovering', I believe this means that the value is increasing, very gradually. I think that bandages and meds help with these values (significantly).
If you work people during the daytime who are sick or injured, they appear to get worse rather quickly. I think their workload also affects their overall hunger levels. However, what I can say for sure, is that I have seen 'slightly sick' people get 'sick' while working. I have seen 'slightly wounded' people get 'wounded' while working.
I have only ever seen one of my characters get sicker while in bed. She went from slightly sick, to sick, when she had been bed-resting the entire time she was ill. I think, therefore, that the sickness value is a deteriorating value, one which is affected by hunger and temperature.
I think once they are sick, there is a variable chance that they will get sicker, if not given proper medications. Herbal meds, also, do not always work, it seems. It's a crap and shoot.
I have not thoroughly tested if bandaged wounded people working will make them more wounded, or if medicated sick people working will make them sicker. I haven't seen it, yet. But I have, for the most part, kept my ill people bedridden.
I have seen numerous wounded, slightly wounded, and slightly sick people recover with absolutely no treatment, just bed rest. I think their sleeping at night contributes to the overall 'health' value, as does their sleeping during the day (but illness status effects seem to only clear after the day/night cycle in question has concluded).
I have yet to test these statements fully, but it seems the most logical format from what I've seen so far. For detailed discussions of this, by folks that have tested it, I suggest you check out the TWOM wiki page, linked on their official site.
I've been trying to avoid it, because I want the thrill of discovery! It's been very fun for me to try to figure out the different mechanisms like this!
I hope my post was helpful! Game on, sir or ma'am! (Then please come back and let us know what you discovered, sharing is caring!)
I also had a slightly wounded or sick (don't remember) scavanger getting well as he returned from scavanging.
In response tother responses:
I have nvere seen anyone get worse by working during the day. they only seem to get worse the following morning. Over all it seems that illness and wounds only get better or worse after a loading screen.
Working and activities are totaly unrelated to hunger. It only a matter of days without food. (as far as I know. ( I never feed them raw food though, that might be different)
You weren't rude! I still hold by my speculation that hunger rates vary depending on some factor, which I cannot tell you I know. I checked the wiki and it didn't say a single thing about it, so I get that it's an unsubstantiated statement. I might could be totally wrong.
I will try to do more detailed observation to see if it's a trick of my mind.
You were friendly, and thanks for your responses!
The second one, i decided to use as a test, as it was clear i had lost that Survival.. 2 deaths to gunshots, one to injuries, and the 4th was a new comer, who came to me injured.. So i decided to rest her, until she either got better, or died.. At no point did she get better, and the exact same outcome happened.. Jusy to make sure that her wounds werent "tearing" back open, as the dialogs hint too, i decided to not even feed her, and make sure she NEVER got out of bed.. As i said, i had already failed that session.. She died from wounds.. Not starvation.. I would hope being fed, and happy would affect healing processes, and vice versa, but i have no way of knowing this, and can only go by the data i have.. Food for hunger.. Medicine for illness.. Bandages for injuries.. Conversations/reading/entertainment for sadness...
So, clearly it does NOT "Recover".. Why show the status? Its confusing, and even counter productive.. Perhaps a 'chance' at healing?
PS: i know this is an old trhead, but i have the same problem, and was trying here, before starting a new thread..
Meds and bandages can also act as a stabilzer (for an active character), for example if a sick or wounded character is treated with meds or bandages during the day their condition wont necessarily worsen if they go out to scavenge or go on guard duty later the night.
...Missing the night sleep might mean that they were unable to recover but the act of patching them with meds/bandages stabilized them for a day.
So patching up characters can stabilize them while they remain active, but ideally patching combined with night sleep is the best way to recover them.
I think sleeping during the day works in a similar way to patching, I think it just buys you more time, their inactivity stabilizes the condition but you will need to find, make or buy meds/bandages to combine with day and night sleep to properly heal them.
I'm assuming this might be the case because all the other character states, tiredness etc, have a 'hidden timer' that keeps track of how close a character is to becoming more tired or less tired.
..So, it might be worth testing this theory. My hunch is that day rest slows down the sickness/wound deterioration by around 25-50%. Which could mean the difference between surviving untreated for 6 days instead of only 3.