無法者の会合
この記事には選択言語の翻訳がまだありません。以下は英語本文です。利用可能な公式名は選択言語を優先します。
Outlaw Gathering is a timed regular situation in the Rotten Willow rotation. It changes wilderness activity, ambush chance and trade terms; there is no evidence that it grants kill reputation like Reinforcements.
How Outlaw Gathering starts and ends
Select a node for its entry conditions. The first two stages are system-handled; the third shows the official effect and confirmed situation effects.
目次
Where it can occur
These settlements include this situation among their regular candidates; whether it occurs depends on the current world rotation, queue and situation state.
Stages and entry conditions
1 Enter the candidate pool
At 06:00 each day, the game checks regular situation generation. When the check succeeds, settlements are shuffled and a candidate is selected from an eligible settlement with no situation state, excluding the same main situation active elsewhere. At most one new situation is queued per check. Outlaw Gathering is one candidate, not a daily appointment in every town.
↑ フローに戻る2 Wait for activation
Entering the queue does not mean the situation has begun. An update activates the first queued event when no main situation is active and the queue is non-empty. Daily validation skips the player’s current settlement; transitions and some sleep updates can also process it. The 7-day timer starts on activation, along with the common restocking call.
↑ フローに戻る3 Inspect the active situation
The related Rotten Willow tavern dialogue checks whether this situation is active. No kill-reputation link is present, so shared area modifiers do not justify claiming that kills grant reputation here.
この地域で敵を殺害すると評判を獲得できる。 野盗の頭が酒場で会合を開いている。
↑ フローに戻る4 End after the timer
After 7 full game days from activation, the situation becomes eligible to end during a later update. Daily validation skips the current settlement, but transitions or some sleep updates can end it. Ending removes the situation scene preset, schedules restocking and updates modifiers; later scene preparation switches layers according to the active situation.
↑ フローに戻るModifiers and trade effects
The values show changes caused by the situation. They are settled together with other settlement conditions; a price value is not necessarily the final quote percentage.
| Effect | Value | Meaning |
|---|---|---|
| Area wilderness activity | -50 | Adds to the owning area’s wilderness activity, affecting creature generation and danger while resting. |
| Ambush chance | -100 | Adds to the owning area’s ambush chance. |
| Alcohol: merchant selling-price term | +50 percentage points | Adds to other price terms when buying alcohol from a merchant. |
| Alcohol: merchant buying-price term | +30 percentage points | Adds to other price terms when a merchant buys alcohol. |
| Food: merchant selling-price term | +50 percentage points | Adds to other price terms when buying food from a merchant. |
| Food: merchant buying-price term | +30 percentage points | Adds to other price terms when a merchant buys food. |
Additional situation effects
Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.
| Behavior | Value | Scope and limits |
|---|---|---|
| Settlement scene | — | While the situation is active, returning to the settlement prepares its corresponding scene. |
| Tavern dialogue condition | — | The related tavern conversation requires the Gathering to be active. |
| Kill-reputation path review | Not found | Although the official effect mentions reputation for clearing threats, no path granting kill reputation for this situation was found. Treat that reward as unconfirmed. |
Rotation and coexistence
Each settlement has one active main situation and a separate economic slot. Matching effects are added together. Regular generation requires the settlement to have no situation state, so this does not imply that the situation freely coexists with every economic situation.
Official description
無法者であっても、時には円満に問題を解決できる場が必要になることもある。