Emotional State: Difference between revisions

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| 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 || ? || Euphoric
| 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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| style="text-align: left | [[File:Emotional state 13 114x114.png|40px]] Eager || Reduces movement costs by 2 per tile || 5 || Enemies killed || Euphoric
| 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
| 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

Revision as of 17:25, 26 February 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).

Positive Emotional States

Name Effect/Description Duration Possible Trigger(s) May escalate to
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
Eager Reduces movement costs by 2 per tile 5 Enemies killed
Stabilized another SL
Euphoric
Overconfident Overconfidence leads to increased risk taking but can also be beneficient to combat performance: -10% defense and +10% Accuracy. 5 ? Euphoric
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

Negative Emotional States

Name Effect/Description Duration Possible Trigger(s) May escalate to
Frustrated Being frustrated severely reduces a characters combat effectiveness: -10% Discipline and -10% Accuracy 5 Received Friendly Fire Miserable
Hesitant Increases movement costs by 4 per tile 5 ? Miserable
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
Miserable The unit is always in wavering morale 2 ? N/A

Exhaustion

Name Effect/Description Duration Possible Trigger(s) May escalate to
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
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

Name Effect/Description Duration Possible Trigger(s) May escalate to
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
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