DungeonSettlers.wiki

Le temps et le cycle jour/nuit

Steam

The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.

En un coup d'œil

Ticks par minute / heure / jour45 / 2'700 / 64'800
Temps réel par jour à x1Environ 18 minutes
Vitesses de jeuPause (arrêt), 1x, 3.5x, 7x
Heure de début de campagne08:00 (le premier jour ne dure que 16 heures)
Changement du compteur de joursÀ minuit (00:00)
Plage de jour06:00 à 20:00 (nuit le reste du temps ; la nuit réduit la vision)
Échelle de séjour en donjonD1-D4 mood debuffs, one step per in-game day (1'440-minute term)
Après le retourDungeon Stay Aftermath: -2 Humeur for a while
Constante de Rupture de donjon24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)

Ticks and real time

Time is measured in ticks.

  • 45 ticks make a minute
  • 60 minutes make an hour
  • 24 hours make a day
  • One full day is 64'800 ticks

At normal (1x) speed the clock advances about 60 ticks per real second. One in-game day passes in roughly 18 real minutes.

Speed settings

You change the flow with the speed control, per GAMESYSTEM_Campaign_GameSpeed:

  • Pause (arrêt)
  • 1x
  • 3.5x
  • 7x

Pausing stops the clock entirely. At the fastest setting an in-game day passes in about 2.6 real minutes.

Midnight, day and night

Le le compteur de jours change à minuit (00:00). La campagne commence à 08:00, so the very first day is only 16 hours long. Every later day is a full 24.

Day and night are a separate visual and vision layer. It is jour de 06:00 à 20:00 and night otherwise. Night costs 3 vision range.

NoteThe calendar still turns at midnight, not at dawn.

Systems on the clock

Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:

Constante de Rupture de donjon

Les données incluent un Dungeon Break scheduler. The constant GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition counts cumulative campaign campagne in 6 steps: 24 / 48 / 72 / 96 / 120 / 144.

In the current build the row is a dormant constant, tagged Dev_NotUsed. Nothing in these tables consumes it:

  • AlertTable
  • AffecterTable
  • EventTable
NoteThere is no Dungeon Break alert, debuff or event to fire.

Échelle de séjour en donjon

Le Échelle de séjour en donjon is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs Séjour en donjon (D1) à (D4). The step term is 1'440 minutes, per GAMESYSTEM_Dungeon_StayPenaltyTerm.

The per-stage mood penalty scales with management difficulty:

DifficultéD1D2D3D4
Facile-1-4-7-10
Normal-3-6-9-12
Difficile-4-10-16-22
Très difficile-5-11-17-23
Dévastation-6-12-18-24

After the party returns, a Conséquences du séjour en donjon debuff (-2 Humeur) lingers a while longer.

AttentionStalling without clearing floors fires the Vers les profondeurs nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in Nourriture et humeur.