DungeonSettlers.wiki

時間と昼夜サイクル

Steam

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

一覧

分/時間/日あたりのティック45 / 2'700 / 64'800
1倍での1日あたりの実時間約18分
ゲーム速度一時停止, 1x, 3.5x, 7x
キャンペーン開始時刻08:00(初日は16時間のみ)
日数カウンターの切り替わり深夜0時(00:00)
昼間の時間帯06:00から20:00まで(それ以外は夜。夜は視界を下げる)
ダンジョン滞在ラダーD1-D4 mood debuffs, one step per in-game day (1'440-minute term)
帰還後Dungeon Stay Aftermath: -2 気分 for a while
ダンジョンブレイク定数24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)

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.

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:

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

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D1D2D3D4
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.

注意Stalling without clearing floors fires the さらなる深層へ nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in 食料と気分.