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Infection fatigue mechanics are completely unbalanced

Open Coolthulhu opened this issue 3 years ago • 0 comments

The relevant fields are:

    "base_mods": {
     ...
      "fatigue_min": [ 360, 180 ],
      "fatigue_chance": [ -102 ]
    },
    "scaling_mods": {
      ...
      "fatigue_chance": [ 101 ]
    }

This reads as:

  • Infection of intensity 1 has -102 chance of fatigue, so it never happens
  • Infection of intensity 2 has -1 - still nothing
  • Infection of intensity 3 has 100 chance, meaning one in 100, to cause 360 fatigue (180 with infection resistant trait)

On a fresh trait-less character, 1 fatigue point is 5 minutes of waking time or 1.25 minutes of sleep. 360 per 100 turns averages to 3.6 fatigue per second, meaning 1080 faster than regular fatigue. Additionally, fatigue from effects is not capped: fatigue is only "soft-capped" in Character::update_needs and only by making the regular fatigue stop ticking up at this point.

While fatigue from effects does not apply during sleep, it can easily reach thousands before the "Survivor sleep now" check is done, since it is not checked every turn.

End result is that a character may be forced to sleep for days.

Coolthulhu avatar Jul 05 '21 08:07 Coolthulhu