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u have to try it, maybe they sell it for more now
the addiction stuff *is* in many ways the game... it is such a big part of the early experience.
you can quickly get rid of all addictions, but do not look it up. overcoming this is a big part of the feel of the game.
this has nothing to do with "difficulty". I think the dev added it because people simply can't imagine or try to rid themselves of said addictions. it makes no sense otherwise to me....
so many things in the game are designed to interact with your happiness/addictions.... you lose half of the game and the rest is a lot less fun.
=== Meta ===
User Saves [Enabled/Disabled] - exactly what you think, allows you to make manual hard-saves (or rather, to turn them off if you want). autosaves still happen on map change, and after certain lengths of time in the mines.
=== Player Health ===
Mandatory Start Addictions [Enabled/Disabled] - ONLY has an effect prior to character creation (the talk with the interviewers at game start)! the questions will determine your starting stats
General Needs Speed [Quarter/Halved/Default/Doubled/Disabled] - the higher it is, the faster you get hungry, thirsty, tired, etc. Disabled basically makes you metabolically immortal, but you can still take damage, bleed, get SMV, and so on
Addiction Needs Speed [Halved/Default/Doubled/Disabled] - like with General Needs Speed, the higher it is, the faster you're gonna need a smoke/beer/shroom
Addiction Recovery Speed [Quarter/Halved/Default/Doubled] - your need for an addiction is how fast, and how often, the icons pop up (multiplied by Addiction Needs Speed to give the final result), and that need slowly, naturally decays. Addiction Recovery Speed controls how fast that decay happens; a higher rate means you "get clean" faster
Mental Health [Enabled/Disabled] - a simple toggle for whether or not you want depression to have an effect at all. the numeric calculations still happen behind the scenes (you can't just toggle disabled, wait a bit, toggle enabled, and be perfectly happy again), this setting only toggles whether or not your character is affected by being depresso espresso
=== Economy ===
Renovation Cost [Quarter/Halved/Default/Doubled] - how much contractors charge you to do renovations
Renovation Speed [Halved/Default/Doubled] - how fast a renovation takes; this is NOT retroactive, and only affects future renovations, not ones in progress
Rent Income [Quarter/Halved/Default/Doubled] - there's some funny math involving a comparison between an apartment's value and the income of a tenant, but after that, this essentially acts as a multiplier on it
Rent Payments [Daily/Weekly/Default/Biweekly/Monthly] - the counterintuitive one! rent was nerfed to the Other Side and back in the Mines Update. the amount of rent you used to get every single day, is now the monthly rent amount. this setting merely changes how often you get a fragment of it: full thing once a month, half every other week, 1/4th (rounded) every week, or 1/30th daily (months are treated as 30 days). rent is processed at 19:00, either every day if Daily, or every Sunday on any other setting (Default is the same as Weekly). so either you get a lump sum once in a while, or a very slow trickle every day, you still get the same amount of rent over time, with only the Rent Income setting having an actual effect on the quantity you get.
Selling Prices [Halved/Default/Threefold/Fourfold] - a simple multiplier on item prices, for both buying AND selling items. in theory you could cheese by enabling Fourfold, selling everything, then changing to Halved and buying it all back... also, not sure why there's no Doubled setting.
Respawning Times [Halved/Default/Doubled/Threefold/Fourfold] - every container that restocks with items (and deletes old ones) has a global timer for when it does its thing, this is a simple multiplier on the wait time between restocks (Halved means it restocks faster, Fourfold means it'll take four times as long). this may or may not include shop inventory and vendor wallets, but it likely does.