“ | Do you have to do that? Where's your conscience! | ” |
–Bernard - the old man at Quiet House |
Overview
The game mechanic has a sympathy system, that direct characters's personality and their reactions to moral choices such as crimes, aiding people, console proficiency...etc. The system is not visible, however, can be described indirectly from character's comments in their profile, the various of dialogues when cheering up depressed people and other factors.
Degree of sympathy | Characters | Effects | Console proficiency |
Lowest | Bruno, Emilia, Roman, Computer Specialist, Insurance Agent | Least sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.
Emotionally detached causing them to be rarely content nor depressed. Steal supplies when leave the shelter. Either argue or get into fight with other at night when being in bad mood. React poorly when their day to day needs are not met and when wounded in battle or end up sick |
Almost can't console other |
Moderate | Anton, Arica, Marin,
Irina, Pharmacist |
Less sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.
Slightly emotional making it hard for them to be either content or depressed. Steal supplies when leave the shelter. Either argue or get into fight with other at night when being in bad mood. Reacts poorly to being lethally wounded or sick |
Decent |
High | Pavle, Katia, Marko, Christo,
Henrik, Forester, Police Officer, Photographer |
Sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.
Somewhat strong emotion leading them to easily become content or depressed. Either thinking or sobbing all night when being in bad mood. Does not upset other survivors when badly injured or sick |
High chance of successful cheering up |
Highest | Zlata, Cveta, Boris, Psychologist | Extremely sensitive to moral choice such as crimes, aiding people, witnessing member of party suffering from crisis states or even death.
Very strong emotion causing them to very easily become content or depressed. Either thinking or sobbing all night when being in bad mood. Will assure others that they are going to be fine even if badly wounded or sick. |
High chance of successful cheering up( is still able to fail though) |
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 get sad, no matter you kill 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 |
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.