Sleep (Sleeping Bag)
AFFECTER_SleepingBagSleep · None Positive Visible in game
+0.8 Energy Regeneration
Recovers fatigue through sleep.
Along the breath clinging to snow that failed to become rain, a flood of faint memories pours out like priming water.
How the math works
Things the tooltip does not tell you
- The flag is PassiveAction.IsTransferAttach (+0x51), new in this build. Its name and the v0.4.29 patch note ('progress states and internal timers ... not reset when moving between the settlement and dungeons') say it is set when the passive is re-attached by a map transfer. No direct call to its setter was found in the slice (the write is inlined), so the exact moments it is set were not traced.
- The same patch also says sleep states are now removed when a unit moves to a dungeon, so the kept counter matters only for transfers that keep the sleep effect. Which transfers those are was not traced.
Read out of the game binary of build 25846389. AFFECTER_SleepingBagSleep.Passive_Sleep.OnEnable@0x979E94, AFFECTER_SleepingBagSleep.Passive_Sleep.CheckSleepCounter@0x97A06C
Effects
Recovers fatigue through sleep. (+0.8 Energy Regeneration) Sleeping-bag sleep keeps its elapsed sleep counter when the passive is carried over by a transfer.
Categories:
Sleeping
Properties
| Max stack | Does not stack |
| Polarity | Positive |
| Has duration | no |
| Absolute (can't be removed) | yes |
| Exposed to player | yes |
| Building attachable | no |
Obtained from
Game system: Mood system: reflects the unit's current feelingsSleep / rest systemUnit AI behaviour