Space Haven

Space Haven

Xscha Aug 2, 2024 @ 12:11am
attempted suicide debuff permanent
as title. does my guy just permanently go on mental breaks now? this seems ridiculous.
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Showing 1-15 of 15 comments
aksel_bugbyte  [developer] Aug 2, 2024 @ 1:19am 
They shouldn't. How many points negative does the debuff give?
Xscha Aug 2, 2024 @ 9:22pm 
https://steamcommunity.com/id/AshesWayward/screenshot/2503523314626657983/


Originally posted by aksel_bugbyte:
They shouldn't. How many points negative does the debuff give?
Thank you for the reply, it means a lot you look at the forums and check out this stuff. it seems it's not permanent for mood, but it permantly adjusts the health of my character. is there a way to fix this due to surgery or anything? or am I bugged?
matxbox360 Aug 3, 2024 @ 8:55am 
Originally posted by Xscha:
Thank you for the reply, it means a lot you look at the forums and check out this stuff. it seems it's not permanent for mood, but it permantly adjusts the health of my character. is there a way to fix this due to surgery or anything? or am I bugged?
not bugged, it's intentional to have -10 health after it triggers.
Xscha Aug 3, 2024 @ 11:28pm 
Originally posted by matxbox360:
Originally posted by Xscha:
Thank you for the reply, it means a lot you look at the forums and check out this stuff. it seems it's not permanent for mood, but it permantly adjusts the health of my character. is there a way to fix this due to surgery or anything? or am I bugged?
not bugged, it's intentional to have -10 health after it triggers.
it just feels real harsh to be permanent, especially with how fickle the mood system is right now IMO
Originally posted by Xscha:
OP
If you would like, I can bump condition effects up to be the next feature for SHCP when 0.20 releases. There's not really a whole lot of features that aren't currently fully configurable and conditions are technically the biggest one.
Last edited by Commisar Jon Fuklaw; Aug 4, 2024 @ 9:25pm
Xscha Aug 4, 2024 @ 9:43pm 
Originally posted by Commisar Jon Fuklaw:
Originally posted by Xscha:
OP
If you would like, I can bump condition effects up to be the next feature for SHCP when 0.20 releases. There's not really a whole lot of features that aren't currently fully configurable and conditions are technically the biggest one.
you guys are just too nice. I'd appreciate a customizability for this option, either to not add permanent debuffs, or to have an expiry, or whatever you guys got planned. I would also love to see adjustable values for solar panels(they seem sort of hard to make a self sufficient ship out of) but once again I expect nothing, and its already an amazing game. Thank you in advance
Originally posted by Xscha:
snip
IIRC (Been a month or so since I last looked) adding a duration would be required to make duration customizable in the modloader, thus preventing conditions from being permanent (unless a duration of -1 works, but I digress). That makes it an either/or choice. Regardless, as stated, I will not be adding conditions to Space Haven Control Panel until Space Haven 0.20 releases at the earliest.

Solar Panel output and rates are already customizable via SHCP, along with 1500-odd other variables.
matxbox360 Aug 6, 2024 @ 4:44pm 
Originally posted by Xscha:
especially with how fickle the mood system is right now IMO
you can always save scum, might be a few hours/minutes of progress lost but at least you'll know when someone will have a serious mental breakdown and can act accordingly, by reloading a save before it happens you can "roll" different breakdowns, i got saboteur after having to reload over 5 times but it beats not having -10 health permanently :thora:
Last edited by matxbox360; Aug 6, 2024 @ 4:44pm
Xscha Aug 6, 2024 @ 7:34pm 
Originally posted by matxbox360:
Originally posted by Xscha:
especially with how fickle the mood system is right now IMO
you can always save scum, might be a few hours/minutes of progress lost but at least you'll know when someone will have a serious mental breakdown and can act accordingly, by reloading a save before it happens you can "roll" different breakdowns, i got saboteur after having to reload over 5 times but it beats not having -10 health permanently :thora:
happened at the start of my run and i found out about 20 hours in lol. part of why i was initially frustrated
Nordil(Hun) Aug 7, 2024 @ 6:15am 
Originally posted by Xscha:
Originally posted by matxbox360:
you can always save scum, might be a few hours/minutes of progress lost but at least you'll know when someone will have a serious mental breakdown and can act accordingly, by reloading a save before it happens you can "roll" different breakdowns, i got saboteur after having to reload over 5 times but it beats not having -10 health permanently :thora:
happened at the start of my run and i found out about 20 hours in lol. part of why i was initially frustrated

Oh yeah i remember when i first started to play being compeltely clueless. I got some of my guys this debuff as well. Eventually i just abandoned and restarted, but i went on a bit to learn the systems so i will not start with such a huge malus right from the start.
(In Rimworld they have the "initial hope" to offset major maluses at the start when you begin, though sometimes even that is not enough.D)
Laurie Aug 8, 2024 @ 10:33pm 
Some things in games don't make sense, but they are done to balance the difficulty and stop cheesing things. For example, in Alien Isolation, you can hide in lockers and hold your breath but as your health lowers as you suffocate, you dont get the health back after you start breathing again. Doesnt make sense to hide in a locker for 20 seconds and suffocate to death but this is to stop players from cheesing the feature in the game which would make it too easy
Xscha Aug 9, 2024 @ 1:32am 
Originally posted by Laurie:
Some things in games don't make sense, but they are done to balance the difficulty and stop cheesing things. For example, in Alien Isolation, you can hide in lockers and hold your breath but as your health lowers as you suffocate, you dont get the health back after you start breathing again. Doesnt make sense to hide in a locker for 20 seconds and suffocate to death but this is to stop players from cheesing the feature in the game which would make it too easy
I get that. but in a long term survival/management games, permanent debuffs in my opinion are too harsh for a lot of things, and being able to rectify these(even at prohibitive costs) should be an option IMO.
corisai Aug 9, 2024 @ 9:50am 
Originally posted by Xscha:
permanent debuffs in my opinion are too harsh for a lot of things
They're norm for anything but pure "sandbox builder" types of games.

Suicide attempt isn't just RNG-based event - it's a penalty from having too low mood.

On top of it - Health penalty is pretty much meaningless. Regardless of your pawn Health - combat is pretty much deadly in lategame on Harsh+, once enemy will carry plasma rifles & shotguns all around.
Xscha Aug 10, 2024 @ 10:49am 
Originally posted by corisai:
Originally posted by Xscha:
permanent debuffs in my opinion are too harsh for a lot of things
They're norm for anything but pure "sandbox builder" types of games.

Suicide attempt isn't just RNG-based event - it's a penalty from having too low mood.

On top of it - Health penalty is pretty much meaningless. Regardless of your pawn Health - combat is pretty much deadly in lategame on Harsh+, once enemy will carry plasma rifles & shotguns all around.
I don't know where you find that the norm, because the closest analogy; rimworld, has almost zero permanent debuffs, or even permanent events setting you back. Colonists can be revived or fully healed through very time consuming or rare methods, the lack of necessary materials can be circumvented by regressing technologically until you get more, etc. in space haven, there is a lot of factors that mean if you screw up, you're dead or permanently hampered. its one of those things. again all my opinion and if the developers want their game to be played like this? it's their game, but I'm just sharing my opinion is all.
corisai Aug 10, 2024 @ 2:14pm 
Originally posted by Xscha:
I don't know where you find that the norm, because the closest analogy; rimworld, has almost zero permanent debuffs, or even permanent events setting you back.
Seriously?

Rimworld: early Alpha&Beta. No way to heal destroyed bodyparts or aging.
Rimworld: late Beta. Luciferium added that while could heal destroyed bodyparts - is a devil bargain on it's own.
Rimworld: release. Super-rare healing&resurrection serums had been added. You can spend days playing without seeing any of them.

After it DLC turned sci-fi game into a circus so I basically ignore most of their content.

Still, even with DLC - critical low mood could lead to deaths among your pawns (someone like Brawler in bad mood is ouch).

P.S. Plus it have an event that could wipe your whole colony if you're playing in extreme biome : Solar Flare.
Last edited by corisai; Aug 10, 2024 @ 2:15pm
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Date Posted: Aug 2, 2024 @ 12:11am
Posts: 15