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무법자 집결

이 문서는 선택한 언어로 아직 번역되지 않았습니다. 아래에는 영어 본문이 표시되며, 가능한 공식 명칭은 선택 언어를 유지합니다.

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.

목차

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.

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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.

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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.

거주지 내에 있을 때 적을 죽이면 명성이 증가합니다. 도적 두령들이 선술집에서 모임을 엽니다.

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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.

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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
Area wilderness activity-50Adds to the owning area’s wilderness activity, affecting creature generation and danger while resting.
Ambush chance-100Adds to the owning area’s ambush chance.
Alcohol: merchant selling-price term+50 percentage pointsAdds to other price terms when buying alcohol from a merchant.
Alcohol: merchant buying-price term+30 percentage pointsAdds to other price terms when a merchant buys alcohol.
Food: merchant selling-price term+50 percentage pointsAdds to other price terms when buying food from a merchant.
Food: merchant buying-price term+30 percentage pointsAdds to other price terms when a merchant buys food.

Additional situation effects

Alongside trading parameters, these changes affect settlement scenes, wilderness exploration or contracts.

Additional situation effects
BehaviorValueScope and limits
Settlement sceneWhile the situation is active, returning to the settlement prepares its corresponding scene.
Tavern dialogue conditionThe related tavern conversation requires the Gathering to be active.
Kill-reputation path reviewNot foundAlthough 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

가끔은 범죄자들도 자신들의 문제를 평화롭게 해결할 자리가 필요한 법입니다.

출처

게임 버전 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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