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WIP - Meaningful Moods

Right now, townspeople mood doesn't have a big impact on gameplay and there isn't any real reason to try to increase townspeople mood. I'm working on an update to change that!

The Meaningful Moods update will include more effects for high and low mood in addition to a permanent NPC house upgrade for sustained good mood. Note all times mentioned below are in-game time.

Mood Tracking
In addition to seeing the mood lists from the Townspeople Manager menu, you will be able to view an individual Dwarf's mood buffs and debuffs though the conversation menu.



Mood Buff and Debuff Changes
The overall calculation for mood will be changed so that higher moods are a bit easier to achieve.

Townspeople will start with three negative moods, lack of water, town is dirty, and town is ugly. Right now, placing water wells, sewers, and beauty related decor only gives a positive mood buff, but there was never a negative mood for not having those things. Existing townspeople (from loading a save prior to this update) will have these moods unless their homes are buffed from structures.

To counter-act this in the early game, the "I just moved here" mood will be increased from +20 to +50. This buff will also last twice as long - four in-game days. Over time the buff amount from this mood will decrease for new townspeople down to 20. This gives you a chance to build structures that affect mood without the initial "I just moved here" mood buff being too high once you have built mood structures in the mid to later stages of the game. Note, this change will only affect newly arriving Dwarves once the update is live. So, if you load a save with existing Dwarves they'll still be set using the current mood buff from "I just moved here".

The mood debuff from the "grumpy" trait will be reduced from -15 to -10.

The mood buff from beauty will be increased from +5 to +10 to match the other structure related mood buffs.

Dying will reset the timer on the "champion died" debuff back to one full in-game day. Right now, it doesn't affect the timer - so if you die and then 23 in-game hours later die again, the mood debuff only lasts one in-game hour. Resetting it to 24 in-game hours makes death a bit more meaningful, but not crushing.

Mood Effects, Good and Bad
A Dwarf's mood will affect a lot more things, both good and bad.

High mood will increase the amount of resources (wood, stone, leather, etc.) a Dwarf drops off at the storehouse. Low mood can reduce this amount.

High mood will increase the amount of crafted items (meals, clothing, tools, etc.) a Dwarf can make for the town. The additional craftables do not consume more resources. Low mood can reduce this amount.

High mood will increase the chance of a "master-crafted" item if the Dwarf has the "meticulous" trait. Low mood increases the chance of a "poor" item, even if the Dwarf isn't "clumsy". Low mood will also mean a "meticulous" Dwarf will not craft anything "master-crafted".

If the homeowners of a house both have sustained good mood for one in-game day, their house will upgrade to include planter boxes outside. Once this occurs, the planter boxes remain even if one of the homeowners has their mood lowered.



Most of the system is already implemented! I'm hoping to have the new system in game by Friday depending on testing.

-Jonathan "Calandryll" Hanna
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