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Do you have to do that? Where's your conscience!

Bernard - the old man at Quiet House

Crime

Overview[]

The sympathy mechanic forms the basis of characters' personalities and their reactions to moral and interpersonal behaviours such as committing crimes, aiding people, or consoling others. The system displays no visible measures or stats, however, it may be inferred indirectly from a character's comments in the Bio window, from dialogue when cheering up depressed people, and other clues. Two stats comprise this mechanic: archetypes and modifiers.

All the playable characters are divided into 4 different personality archetypes, which will have a variety of effects on their reactions to morale events, as well as their behaviors. Each of them also has a "modifier", an extreme negative state of mind that they will shift to upon experiencing enough negative events. Their exact effects will be discussed later in this article. This table lists each survivor's archetype and modifier, according to how they are named in the game files, roughly ordered from least to most empathetic.

Archetypes Modifiers Survivors
Egoist Aggressive Roman
Insensitive Bruno, Emilia
Survivalist Anton, Arica, Irina, Marin
Homie Katia, Pavle
Apathic Christo, Henrik, Marko
Altruistic Boris, Cveta, Livia, Zlata

Children have their own archetypes, simply named "Kid". While the game files contain diary notes for two modifiers, Aggressive and Apathic, in practice children don't seem to be able to shift into these modifiers.

Archetypes[]

Survivors of different archetypes will have different diary notes in reaction to an event. A survivor's archetype determines how affected they are by morale events (that is, how many points they get from an event). Generally, more empathetic survivors will be more concerned by others' suffering and less by their own, and vice versa.

For example, after killing multiple civilians in a night, Boris (an altruist) will receive 44 points - guaranteed to drop from normal to depressed. Whereas Roman (an egoist) will receive just 22 points, only dropping from normal to sad. Inversely, being terminally ill adds 18 points for Roman, almost assuredly enough to drop to sad, and 7 points for Boris, likely not making a visible influence.

However, this rule isn't absolute. This table provides a rough outline of how events affect each archetype's morale.

Events Egoist Survivalist Homie Altruistic
Moral choices

(both good and bad)

less average more most
Witnessing a survivor's death less average most more
Witnessing a survivor being

hungry, sick or wounded

less most more more
Being hungry, sick or wounded

themselves

most more average less

In the case of children, they are greatly affected by events that they can witness (like a survivor's death or a neighbor's request), on par with a homie or an altruist. On the other hand, events that they can't witness (such as any deeds done by a scavenger) affect them about as much as an egoist.

Archetypes also influence the probability of triggering certain traumatic responses. Egoists are most likely to cause a fight or argument, survivalists are most likely to rob the shelter upon leaving, altruists are most likely to commit suicide, etc. For example, starting at 50 points or above, Roman has a 4% chance to fight another survivor, whereas this chance for Boris is a solid 0%. Children have their own set of traumatic responses.

In addition, archetypes determine how good a survivor is at consoling. The archetypes, ordered from most to least proficient at consoling, are: homie > altruistic > survivalist > egoist.

Modifiers[]

If a survivor experiences enough negative events, their mind will permanently shift to a more traumatized state, and from then on their archetype will have a modifier attached (ie insensitive survivalist). This change is signaled by more pessimistic diary notes, as well as more negative variants of "My Story" segments. Once a survivor reaches this point, they are no longer eligible for a good ending. The modifiers, roughly ordered from most to least severe, are: aggressive > insensitive > apathic (sic).

A traumatized survivor is desensitized; they are less affected by all events across the board. Continuing from an above example, normally Roman gets 22 points for mass murdering civilians, but a traumatized Roman (as an aggressive egoist) gets only 6 points; he's barely affected at all.

Additionally, unique to the aggressive modifier (and therefore to Roman), likelihood of traumatic responses is also modified. For instance, in this state, Roman's chance of fighting another survivor rises sharply to 8-12%, starting from just 35 points or above; in other words, he can pick a fight even if his mood level is displayed as normal.

Crimes[]

Character Consequence
of direct theft
If another character
committed theft
Anton Sad Less Sad
Arica Sad No concern
Boris More Sad Sad
Bruno Less Sad No concern
Cveta More Sad Sad
Emilia No concern No concern
Katia Sad Sad
Marin Sad Sad
Marko Sad Sad
Pavle Sad Sad
Roman No concern No concern
Zlata Sad Sad
Computer Specialist No concern No concern
Insurance Agent No concern No concern

Murder[]

Characters Direct murder Learn other did it Note
Anton Sad No concern
Arica Sad No concern
Boris Sad to Broken Sad
Bruno Sad No concern
Cveta Sad to Depression Sad
Emilia Sad No concern
Katia Sad Sad
Marin Sad Sad
Marko Sad Sad
Pavle Sad Sad
Roman Sad No concern
Zlata Sad Sad
Computer Specialist Sad No concern
Insurance Agent Sad No concern

Brief table[]

Locations Theft affect character Murder affect character Notes
Brothel None Almost never Other characters receive a morale boost if you rescue prisoners.
City Hospital Usually sad Often depression
Construction Site: Snipers scenario None None to positive
Construction Site: Bad soldiers scenario None Almost never If you let Boris go scavenge on this scenario he always gets sad, no matter if you kill the soldiers or not.
Central Square Usually sad Often depression
Garage Usually sad Often depression Cveta did the heist, Cveta and Anton have concern in their thought but none of them was sad.

Bruno is apathetic

Hotel: Trader survivors Usually sad Often depression
Hotel: Kidnappers None None to positive Rescuing the hostage makes characters content
Hotel: Lunatic Usually sad Usually sad
Military Outpost Almost never Slight
Quiet House Usually sad Often depression
Ruined Villa: Couple Usually sad Often depression
Ruined Villa: Deserter soldiers None Almost never
Semi-Detached House: Unfriendly women Usually sad Often depression
Semi-Detached House: Trader survivors Usually sad Often depression
Shelled School: Homeless people Usually sad Often depression
Shelled School: Rebel soldiers None Usually sad
Small Apartment Building: An elderly couple and their son Usually sad Often depression
Small Apartment Building: Well armed thugs None Almost never
Sniper Junction Not available Saving the man makes characters content.
St. Mary's Church: Priest Olek Usually sad Often depression
St. Mary's Church: Bandits None None
Supermarket: Girl in peril None None Saving the girl is actually the factor making characters content, killing the soldier is unnecessary.
Supermarket: Armed looters None Often depression
Warehouse: Armed thugs Positive Positive

Specifics about Theft[]

NONE of the following actions are considered to be Theft and therefore do NOT carry the respective moral penalty with them:[1]

  • Looking into a "private property" stash without actually taking any loot from it at all (to be reconfirmed, as a player saw their character's mood changes from Content immediately to Normal even when just clicking at the stash while the character hasn't even reached the stash)
  • (accidentally) taking loot from a "private property" stash and immediately putting it back while still in the "stash screen"
  • Taking loot from a "private property" stash and moving it to another stash without actually taking it from the location to the shelter

This means that you can have an emotionally less stable character (such as Cveta) move around the location and put everything into one stash for higher comfort and quicker nights later on while leaving with just non-private property without receiving penalty. The following nights you can have an emotionally colder character (f.e. Emilia) come and steal without having to arrange everything.

Aiding people[]

Console proficiency[]

See Mood

Bug[]

There was a bug in version 1.3, that made survivors sad even if they steal from the Hotel (kidnappers scenario), Ruined Villa (deserters scenario), St. Mary's Church (bandits scenario), and Small Apartment Building (thugs scenario). This bug was fixed in veresion 2.0.3.

References[]

  1. Annot: The three listed points were tested with a content Cveta at the quiet house with the old couple. Cveta was still content when she came back and no character was sad or talked about having stolen.
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