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
once the killer strikes, they go back to work / home for the day, and go out murdering the next day.
AFAIK civs can't have their jobs changed, and "unemployed" NPCs even have an employment contract in their personal files.
The "employed by:" part is blank, and the "job title:" says "unemployed".
this leads me to believe that unemployed civs are still functionally employed in the code.
But I suspect the clues get more obvious with each victim (it was my impression, not certain about that - and I hope it's wrong as accumulation should be enough).
Takes awhile for each murder though. Somewhere between 1 and 3-4 days.
this could be interesting, if he exhausts his possible victims.
But then I figured it's better to go for the long test first, then do a shorter coworker test having confirmed the longer game first.
Corpo/Coworker rage. Leaves business cards.
Ritual/red gum. Draws ritual circles around their victims.
Generation/toy car. The leave behind a toy car.
All four have their own messages they write on walls.