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
You can tell they work because they fill in one of the bars over Health or Moral when used. Each Bar is a point linked to Endurance for Health or Volition for Moral.
Not every failed Skill check will result in a hit against your health or moral. Some do. Sometimes picking a dialog option can do this too. Decide to discuss something that ultimately embarrasses you? That can hurt your moral. Discuss something that makes you panic or very stressed? That can hurt your health.
The number in the cross above moral is the number of "heals" you have. Same for health, which is in orange. Medications that effect these items can be found or bought. They will NOT show in your inventory. The only show in the little crosses. You have to manually use them by clicking the cross. It is never automatic to use these meds.
You can tell you lose a Health Point or a Moral Point because the screen will flash orange or blue/purple, a noise will go off, and the center of the screen tells you so.
You only die when all your Health OR all your Moral is depleted.
YES you can fail checks based on this. Health is Linked to your Endurance Skill and Moral is Linked to Volition. When you lose a heath point, your Endurance skill looses a point. Moral loses a Volition point. These can be "healed" three ways. By using Meds (by clicking the White cross to use one or more), by getting a boost through dialog (sometimes something happens in dialog that boosts your health or moral, effectively healing a bar if one is empty), OR By sleeping, which restores you to full health and moral.
If you start to die, there are a few seconds in which the screen steadily grows more black. All of your Health or all of your Moral will be depleted (that is the cause of death) so you have a few seconds to heal yourself before you die IF you have meds.
It just feels like bad design that I had to lose so much progress to learn this. I guess I only have 1 morale because I'm a 'Thinker' archetype but the number on morale was higher so I thought that was my 'morale health' so-to-speak - I understand that now but I feel like the game should have explained that BEFORE you start playing. I was probably 2 hours into the game before I got to this situation.
So frustrating I just had to quit the game and walk away. I'll give it another chance later today.
Also the guides for it sometimes leave a LOT to be desired because the Fear of Spoilers is real. I find that quite irritating.
Just wait until you figure out discovering a Thought is All you need to get most of the dialog/story benefits of it. Sure, Internalizing crafts your character and sometimes is needed for a unique dialog option to open. But . . . just finding the thought (rather than fully internalizing) adds a lot of dialog options related to it. So really just finding it alters the character (Note: Don't want to be a fascist? Don't Opt IN if that thought pops up). I can't tell you how long I played before I realized discovering a thought, rather than ACTUALLY Internalizing it, gave you ALL the benefit of the Thought other than the very specific post-research bonus modifiers in almost all cases. EX: You are considered to have Actual Art Degree and get all the Art Degree dialog options and check modifiers just by discovering it. Internalizing it adds JUST the specific bonus modifiers (-1 Hand Eye, Conceptualization healing 1 Moral and giving 10 XP).
Which is good to know. Cause once all the possible Internalized thought slots are taken up (surprisingly easy to do before day three if you really are familiar with everything) all you can do it make room for a new one is Forget a thought. BUT forgetting a thought pulls those modifiers, all the dialog options etc. Forever.
Not sure if I agree about the choice to hide the researched thought cabinet effects until after they’ve been researched however.
Hangovers and getting ties down from a moving fan, and switching on the lights don't mix well...
I was *trying* to do dumb stuff though, so killing him off, though unexpected, was not unwelcome.
I note that there isn't much reaction to going out into the world in just your pants and socks, with the Hideous Tie riding along... Even if you say "I wanna do the fu-k with you".