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巡礼

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。

Pilgrimage is a timed situation associated with visiting pilgrims. It increases reputation reward modifiers for Crypt and Catacombs contracts and changes food and medicine trading-price terms.

How Pilgrimage 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. Pilgrimage 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

Return to inspect the pilgrimage scene and trading changes. When considering Crypt or Catacombs contracts, account for the changed reputation rewards; food and medicine selling and buying directions are listed separately below.

集落に巡礼者が訪れている。

↑ 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.

Modifiers and trade effects
EffectValueMeaning
Crypt contract reputation+25 percentage pointsAffects reputation awarded for completing a Crypt contract.
Catacombs contract reputation+25 percentage pointsAffects reputation awarded for completing a Catacombs contract.
Food: merchant selling-price term+30 percentage pointsAdds to other price terms when buying food from a merchant.
Food: merchant buying-price term+20 percentage pointsAdds to other price terms when a merchant buys food.
Medicine: merchant selling-price term+30 percentage pointsAdds to other price terms when buying medicine from a merchant.
Medicine: merchant buying-price term+20 percentage pointsAdds to other price terms when a merchant buys medicine.

Additional situation effects

The settlement scene changes with the active situation; return to inspect it.

Additional situation effects
BehaviorValueScope and limits
Settlement sceneWhile the situation is active, returning to the settlement prepares its corresponding scene.

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

聖地の多くが荒廃してしまったとは言え、自らの生きる道を諦めきれない者は未だに数多く存在する。

出典

ゲームバージョン 0.9.4.25

  1. 0.9.4.25 official situation names, descriptions and effects
  2. Settlement pools, daily scheduling, queues, timers and ending rules from the same release
  3. Same-release situation values and their game effects
  4. Same-release event-specific direct behavior and scene-layer rules
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