DungeonSettlers.wiki

시간 & 낮/밤 시계

Steam

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

한눈에

분/시간/일당 틱45 / 2'700 / 64'800
1배에서 일당 실제 시간약 18분
게임 속도일시 정지, 1x, 3.5x, 7x
캠페인 시작 시간08:00 (첫 날은 16시간만)
일 카운터 롤오버자정(00:00)에
낮 시간 창06:00부터 20:00까지 (그 외에는 밤; 밤은 시야를 낮춥니다)
던전 체류 사다리D1-D4 mood debuffs, one step per in-game day (1'440-minute term)
돌아온 후Dungeon Stay Aftermath: -2 기분 for a while
던전 파괴 상수24 / 48 / 72 / 96 / 120 / 144 cumulative hours. Dormant (Dev_NotUsed, no alert/affecter/event consumes it)

Ticks and real time

Time is measured in .

  • 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:

  • 일시 정지
  • 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

일 카운터는 자정(00:00)에 롤오버됩니다. 캠페인은 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 06:00부터 20:00까지의 낮 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:

던전 파괴 상수

데이터는 던전 파괴 scheduler. The constant GAMESYSTEM_PlayLoop_DungeonBreak_AccumBaseTimeCondition counts cumulative campaign 시간 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.

던전 체류 사다리

던전 체류 사다리 is the real punishment for long expeditions. Each in-game day spent in the dungeon steps a unit up through the mood debuffs 던전 체류 (D1) ~에 (D4). The step term is 1'440 minutes, per GAMESYSTEM_Dungeon_StayPenaltyTerm.

The per-stage mood penalty scales with management difficulty:

난이도D1D2D3D4
쉬움-1-4-7-10
보통-3-6-9-12
어려움-4-10-16-22
매우 어려움-5-11-17-23
파멸-6-12-18-24

After the party returns, a 던전 체류 후유증 debuff (-2 기분) lingers a while longer.

주의Stalling without clearing floors fires the 더 깊은 곳으로 nudge event (3 stalled days, 72-hour cooldown). The accumulated low mood feeds the Stress spiral described in 음식 & 기분.