The campaign runs on a single global clock shared by the settlement and any active expedition. There is no separate dungeon calendar.
한눈에
Ticks and real time
Time is measured in 틱.
- 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
그 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.
Systems on the clock
Time keeps flowing while you are on an expedition, and the clock quietly governs much of the settlement loop:
- 고갈도 recovery
- Candidate refreshes
- 날씨
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
던전 체류 사다리
그 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:
| 난이도 | D1 | D2 | D3 | D4 |
|---|---|---|---|---|
| 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.