Emotional State: Difference between revisions
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Emotional states are '''temporary buffs or nerfs''' that are given to [[ | Emotional states are '''temporary buffs or nerfs''' that are given to [[Squad Leaders]] or [[Pilots]] after they experience certain types of events. For example, receiving HP damage in a round can result in the 'bruised' state, which may escalate to the 'injured' state if further damage is sustained. | ||
Characters can hold multiple emotional states at once. Some negative states can | Characters can hold multiple emotional states at once. Some negative states can temporarily be avoided by using certain [[Accessories]], like [[Accessories#Drugs|drugs]]. | ||
Currently, the game has X emotional states in total (Y positive and Z negative). | Currently, the game has X emotional states in total (Y positive and Z negative). | ||
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! style="width: 13%" | May escalate to | ! style="width: 13%" | May escalate to | ||
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| [[File:Emotional state | | style="text-align: left | [[File:Emotional state 03 114x114.png|40px]] Determined || This character is determined to pull through any challenges put in front of them, they have their discipline increased by 15% || 5 || Stabilized by another SL || Euphoric | ||
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| [[File:Emotional state 02 114x114.png|40px]] Euphoric || Gaining two positive emotional states in a row this character is now Euphoric which greatly increases their combat effectiveness: +10% accuracy, discipline, morale and damage reduction || 2 || Gaining two positive emotional states in a row || N/A | | style="text-align: left | [[File:Emotional state 13 114x114.png|40px]] Eager || Reduces movement costs by 2 per tile || 5 || Enemies killed<br>Stabilized another SL || Euphoric | ||
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| style="text-align: left | [[File:Emotional state 08 114x114.png|40px]] Overconfident || Overconfidence leads to increased risk taking but can also be beneficient to combat performance: -10% defense and +10% Accuracy. || 5 || ? || Euphoric | |||
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| style="text-align: left | [[File:Emotional state 02 114x114.png|40px]] Euphoric || Gaining two positive emotional states in a row this character is now Euphoric which greatly increases their combat effectiveness: +10% accuracy, discipline, morale and damage reduction || 2 || Gaining two positive emotional states in a row || N/A | |||
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! style="width: 13%" | May escalate to | ! style="width: 13%" | May escalate to | ||
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| style="width: | | style="text-align: left | [[File:Emotional state 05 114x114.png|40px]] Frustrated || Being frustrated severely reduces a characters combat effectiveness: -10% Discipline and -10% Accuracy || 5 || Received Friendly Fire || Miserable | ||
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| style="text-align: left | [[File:Emotional state 11 114x114.png|40px]] Hesitant || Increases movement costs by 4 per tile || 5 || ? || Miserable | |||
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| style="text-align: left | [[File:Emotional state 04 114x114.png|40px]] Disheartened || The slightest scare will make this character scream and run for the hills. They will flee instantly instead of being Wavering first || 5 || ? || Miserable | |||
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| style="text-align: left | [[File:Emotional state 06 114x114.png|40px]] Miserable || The unit is always in wavering morale || 2 || ? || N/A | |||
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==== Exhaustion ==== | |||
{|class="wikitable" style="text-align: center; width: 100%" | |||
! style="width: 12%" | Name | |||
! style="width: 45%" | Effect/Description | |||
! style="width: 5%" | Duration | |||
! style="width: 25%" | Possible Trigger(s) | |||
! style="width: 13%" | May escalate to | |||
|- | |||
| style="text-align: left | [[File:Emotional state 12 114x114.png|40px]] Weary || This character has been on too many consecutive missions and will get exhausted when deployed on another mission before recovering || 1 || Participated in consecutive missions before current || Exhausted | |||
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| style="text-align: left | [[File:Emotional state 07 114x114.png|40px]] Exhausted || Without time to rest and refit this character went over their physical limits. Their combat effectiveness is severely reduced: -40 Action Points || 2 || Being deployed on a mission while in the "Weary" state || N/A | |||
|} | |||
==== Injuries ==== | |||
{|class="wikitable" style="text-align: center; width: 100%" | |||
! style="width: 12%" | Name | |||
! style="width: 45%" | Effect/Description | |||
! style="width: 5%" | Duration | |||
! style="width: 25%" | Possible Trigger(s) | |||
! style="width: 13%" | May escalate to | |||
|- | |||
| style="text-align: left | [[File:Emotional state 09 114x114.png|40px]] Bruised || This character suffered various minor injuries, usually from intense combat. They are not out of action but suffer from reduced effectiveness: -5% accuracy and -5% discipline || 5 || Lost all squaddies || Injured | |||
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| style=" | | style="text-align: left | [[File:Emotional state 01 114x114.png|40px]] Injured || The character suffers from injuries and has their combat effectiveness reduced: -40% accuracy, -40% discipline and -30 AP. || 2 || Near death experience || N/A | ||
|} | |} | ||
Latest revision as of 21:14, 20 April 2026
Emotional states are temporary buffs or nerfs that are given to Squad Leaders or Pilots after they experience certain types of events. For example, receiving HP damage in a round can result in the 'bruised' state, which may escalate to the 'injured' state if further damage is sustained.
Characters can hold multiple emotional states at once. Some negative states can temporarily be avoided by using certain Accessories, like drugs.
Currently, the game has X emotional states in total (Y positive and Z negative).


