8:37 AM
Tutorial content:
- it exist
- it is not recorded in the status
- "no obvious behavior change" (LIE! they will get weird idle animation and sometime will refuse commands)
- no cure
- something terrible happens.
- it exist
- it is not recorded in the status
- "no obvious behavior change" (LIE! they will get weird idle animation and sometime will refuse commands)
- no cure
- something terrible happens.
So, the tutorial tells you nothing, lies on some mechanics and mentions "consequences".
You get this "tutorial" the first time someone is infected, without a warning on who (that said, if you just hired a new pawn...)
You get this "tutorial" the first time someone is infected, without a warning on who (that said, if you just hired a new pawn...)
Average Joe wouldn't be crazy to think this is an inevitable plot device tied to the plot. Example: your companion pawn gets ill and you will get a quest to save them. You wouldn't think this is a "do something or you will lose access to every npc in a city"
Ok, you notice a pawn has red eyes. If they are a secondary optional pawn you recruited you can just dismiss them. Basically in this case the solution is to abandon the companion who got ill. Very cool solution, so kind, especially when the games calls you names for not caring if you keep them.
You have two options:
- kill them. When they are summoned again they will be cured, but they will also gain a PERMANENT scar on their body (you spend an hour making a cute companion in the character creator? Hope you enjoy a scar on the face). This happens every time BTW.
- never sleep at an inn again.
- kill them. When they are summoned again they will be cured, but they will also gain a PERMANENT scar on their body (you spend an hour making a cute companion in the character creator? Hope you enjoy a scar on the face). This happens every time BTW.
- never sleep at an inn again.
Option 2 is more costly but apparently can work. But the "tents" you can use to sleep outside are limited (don't worry, you can buy more as dlc....). That said this only makes sense if you somehow know that the "consequence" only triggers when sleeping at inns. Lore wise, it makes no sense, you are just using your player knowledge to avoid the trigger.
9:09 AM
You get the illness on your main pawn (lore wise, it makes little sense on the pawns you can just dismiss). You get the pop up warning but you can't do much (it should NOT be healed if the pawn dies). After a while, you get a new "terminal ill" warning that warns you that the pawn is losing their mind and it is dangerous to let them unchecked among people (an hint to not sleep in a city).
At this point, if you sleep in the city during the night you get a cutscene of the pawn turning evil and you have to battle them. Scripted battle, you can't win and the pawn goes missing after killing som…
At this point, if you sleep in the city during the night you get a cutscene of the pawn turning evil and you have to battle them. Scripted battle, you can't win and the pawn goes missing after killing som…
6 hours later…
2:55 PM
3:59 PM
« first day (2068 days earlier) ← previous day next day → last day (30 days later) »