![]() ![]() While having a break, at the top of the game screen, a colonist will be designated with a small "lightning bolt" icon over their image yellow for minor breaks, red for major or extreme. This cannot be used on babies or children. The psyfocus cost depends on the level of the mental break the target is experiencing. The Word of Serenity psycast will instantly end any mental break by forcing the target into a 6 hour coma. This also does not grant the Catharsis mood buff unless the pawn is going berserk. It is ineffective if the pawn feels reduced pain, like those with the Painstopper implant or high on Go-juice. However, direct violence causes the victim to have a negative opinion of the colonists who beat him up, and you risk killing the pawn if he is already injured. This is the only way to stop a berserk pawn. Releasing them will return them to the colony, but replaces the catharsis bonus with a 'was imprisoned' negative thought (-8).Īnother more extreme way of ending a mental break is by attacking the offending pawn, such as by beating the pawn with blunt-damage melee weapons until they are incapacitated by pain, or by inflicting brain shock. However, arrest will downgrade their status as a member of your colony to a prisoner. The broken colonist has a chance based on the arresting pawn's stats to either go berserk, or come quietly and be escorted to the nearest available prison bed - immediately ending their mental breakdown. Arrest the misbehaving pawn to interrupt their mischievous actions. They may enter restricted areas, consume restricted food or drugs, attack allies, or destroy objects. While a colonist is experiencing a mental break, you have no direct control over them. Below their extreme mental break threshold, their mood is ~5% and "About to break." they will have an extreme break in a mean time of 0.7 days.Below their major break threshold, they will have a major break in a mean time of 3 days.Below their base mental break threshold, they will have a minor break in a mean time of 10 days.There are three severity levels of mental break events, each with their own possible events and frequencies. The base mental break threshold stat is 35%, which yields the following: The major break threshold is 4/7 of the minor break threshold, while the extreme break threshold is 1/4 of that (1/7 of the minor break threshold). Multiple traits have an additive effect, but the minor break threshold is capped between 1% and 50%. Some traits add permanent negative thoughts, like Pessimist, or conditional negative thoughts, like Night owl. Traits may directly raise or lower mental break threshold, such as Steadfast or Nervous respectively. Some mental breaks are unavoidable in even the finest, happiest colonies, such as Fire Starting Sprees by pyromaniac pawns.Ī specific pawn's mental break thresholds are affected by various personality traits. Pawn mood is related to the sum of all the thoughts a pawn has, so minor penalties can quickly add up to large effects on a pawn's stability. ![]() Mental break events and frequencies are different for each mood level. The three mental break severity levels directly correspond to the low mood levels Stressed, On edge, and About to break, respectively. Mood is found in the Needs tab of the pawn Inspect pane. It is lowered by negative thoughts about the pawn's environment and raised by positive thoughts. Mood is a visual indicator of how likely your pawn is to have a mental break. Some breaks may be induced by the player in battle, via psycasts or weapons like the psychic shock lance or psychic insanity lance. Minor events include hiding in the pawn's room for a day, extreme events include murder.Ĭolonists, visitors, enemies, tamed, and wild animals all have types of mental breaks. Each severity level has a different pool of possible events that may occur at different frequencies. There are three levels of severity for mental break events: minor, major, and extreme. A breaking colonist may be interrupted by arresting or downing them. The pawn will then become uncontrollable and shirk work tasks for a short while, or even worse, they will attempt to sabotage the colony. A mental break is a pawn event that may occur when a pawns's mood drops below the mental break threshold. ![]()
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