The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.
一覧
Ticks and real time
Time is measured in ティック.
- 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:
- 一時停止
- 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
その 日数カウンターは深夜0時(00:00)に切り替わります。キャンペーンは 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 昼間は06:00から20:00まで and night otherwise. Night costs 3 vision range.
Systems on the clock
Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:
- 消耗 recovery
- Candidate refreshes
- 天候
ダンジョンブレイク定数
データには ダンジョンブレイク scheduler. The constant GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition counts cumulative campaign 時間 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
ダンジョン滞在ラダー
その ダンジョン滞在ラダー is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs ダンジョン滞在 (D1) ~ (D4). The step term is 1'440 minutes, per GAMESYSTEM_Dungeon_StayPenaltyTerm.
The per-stage mood penalty scales with management difficulty:
| 難易度 | D1 | D2 | D3 | D4 |
|---|---|---|---|---|
| 簡単 | -1 | -4 | -7 | -10 |
| 通常 | -3 | -6 | -9 | -12 |
| ハード | -4 | -10 | -16 | -22 |
| ベリーハード | -5 | -11 | -17 | -23 |
| 壊滅 | -6 | -12 | -18 | -24 |
After the party returns, a ダンジョン滞在の余波 debuff (-2 気分) lingers a while longer.