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Deleted line(s) 29,40 (click to see context) :
* NightmareFuel: WarIsHell, especially as a civilian.
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - or detail the war as it unfolds, but some stories stand out as particularly awful.
*** Boris's backstory features his house getting hit by shelling, breaking his foot and leaving him unable to walk. His wife goes out to get food for him and his son but dies by a sniper's bullet. Boris's son dies soon after from sickness while Boris is still helpless to do anything.
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate,[[ForWantOfANail having gone to the market earlier in the day]].
*** Marin had his home hit by a Molotov Cocktail, killing his wife in the subsequent fire. Marin mentions vainly trying to put out the flames while she screamed in pain.
*** Roman's backstory describes how his unit started shooting people who looked vaguely suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that [[FridgeHorror the school endured a direct attack]].
** The radio updates usually tell players important things like weather conditions or material shortages, but to remind players of the nature of the ethnic civil war being waged they can also inform the player of the military striking civilians or evidence of mass graves being uncovered. In general one gets the sense that the military is *trying* to kill as many civilians as possible.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the [[SociopathicSoldier none too picky sniper]] shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman, a dreadfully common occurrence in wartime.
** The entire area of the Brothel is terrifying for its realistic depiction of sexual exploitation in wartime; the whole area is run by thugs who force women to perform degrading sex acts and are heavily implied to beat them too. The women can't leave of course, since the brothel is the only place they can get food and shelter.
** The player can find a note in the Hospital that goes over casualty reports from a mortar strike. Grimly, the children's ward was the heaviest hit, with a whopping 32 out of 34 killed. As if this wasn't stomach churning enough, the hospital has the potential to be shelled again, leaving doctors and patients alike in a shell shocked and despair fueled state.
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - or detail the war as it unfolds, but some stories stand out as particularly awful.
*** Boris's backstory features his house getting hit by shelling, breaking his foot and leaving him unable to walk. His wife goes out to get food for him and his son but dies by a sniper's bullet. Boris's son dies soon after from sickness while Boris is still helpless to do anything.
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate,[[ForWantOfANail having gone to the market earlier in the day]].
*** Marin had his home hit by a Molotov Cocktail, killing his wife in the subsequent fire. Marin mentions vainly trying to put out the flames while she screamed in pain.
*** Roman's backstory describes how his unit started shooting people who looked vaguely suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that [[FridgeHorror the school endured a direct attack]].
** The radio updates usually tell players important things like weather conditions or material shortages, but to remind players of the nature of the ethnic civil war being waged they can also inform the player of the military striking civilians or evidence of mass graves being uncovered. In general one gets the sense that the military is *trying* to kill as many civilians as possible.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the [[SociopathicSoldier none too picky sniper]] shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman, a dreadfully common occurrence in wartime.
** The entire area of the Brothel is terrifying for its realistic depiction of sexual exploitation in wartime; the whole area is run by thugs who force women to perform degrading sex acts and are heavily implied to beat them too. The women can't leave of course, since the brothel is the only place they can get food and shelter.
** The player can find a note in the Hospital that goes over casualty reports from a mortar strike. Grimly, the children's ward was the heaviest hit, with a whopping 32 out of 34 killed. As if this wasn't stomach churning enough, the hospital has the potential to be shelled again, leaving doctors and patients alike in a shell shocked and despair fueled state.
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None
Added DiffLines:
* RealismInducedHorror: The game's entire premise is this, with it's depiction of a war's impact on civilians showing things that can and did happen in real life, from theft and starvation to rape and murder.
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Dewicked Tier Induced Scrappy
* LowTierLetdown:
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
** Blago is by far the most loathed neighbor in the game, because he never rewards you when you help him. He doesn't even return to your shelter to ''thank'' you. Quite a few people tell him to buzz off on instinct.
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
** Blago is by far the most loathed neighbor in the game, because he never rewards you when you help him. He doesn't even return to your shelter to ''thank'' you. Quite a few people tell him to buzz off on instinct.
Deleted line(s) 51,53 (click to see context) :
* TierInducedScrappy:
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
** Blago is by far the most loathed neighbor in the game, because he never rewards you when you help him. He doesn't even return to your shelter to ''thank'' you. Quite a few people tell him to buzz off on instinct.
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
** Blago is by far the most loathed neighbor in the game, because he never rewards you when you help him. He doesn't even return to your shelter to ''thank'' you. Quite a few people tell him to buzz off on instinct.
Is there an issue? Send a MessageReason:
No Pronunciation Guide is no longer a trope
Deleted line(s) 38 (click to see context) :
* NoPronunciationGuide: Pavle's name is mispronounced very frequently by western players.
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None
Changed line(s) 2 (click to see context) from:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? It's practically stated that other snipers are equally indiscriminate in their target selection, implying that 'all' snipers are under orders to kill everyone they see, jiving with the seemingly deliberate attacks on civilians the military launches periodically.
to:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? It's practically stated that other snipers are equally indiscriminate in their target selection, implying that 'all' all snipers are under orders to kill everyone they see, jiving with the seemingly deliberate attacks on civilians the military launches periodically.
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None
Changed line(s) 2 (click to see context) from:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? It's practically stated that other snipers are equally indiscriminate in their target selection, implying that *all* snipers are under orders to kill everyone they see, jiving with the seemingly deliberate attacks on civilians the military launches periodically.
to:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? It's practically stated that other snipers are equally indiscriminate in their target selection, implying that *all* 'all' snipers are under orders to kill everyone they see, jiving with the seemingly deliberate attacks on civilians the military launches periodically.
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None
Changed line(s) 2 (click to see context) from:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? Any of these have equal chance of being true, yet none of them make the sniper any less of a threat or any more sympathetic.
to:
* AlternativeCharacterInterpretation: Is the sniper in Sniper Junction a trigger-happy lunatic who views everyone they see as a living target and nothing else, a troubled Grazni/Vyseni soldier who went off the deep-end, or an aggressively territorial thug who doesn't care who they kill? Any of these have equal chance of being true, yet none of them make It's practically stated that other snipers are equally indiscriminate in their target selection, implying that *all* snipers are under orders to kill everyone they see, jiving with the sniper any less of a threat or any more sympathetic.seemingly deliberate attacks on civilians the military launches periodically.
Changed line(s) 27 (click to see context) from:
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - but some stories stand out as particularly awful.
to:
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - or detail the war as it unfolds, but some stories stand out as particularly awful.
Changed line(s) 29 (click to see context) from:
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate, having gone to the market earlier in the day.
to:
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate, fate,[[ForWantOfANail having gone to the market earlier in the day.day]].
Changed line(s) 31,35 (click to see context) from:
*** Roman's backstory describes how his unit started shooting people who looked suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that the school endured a direct attack.
** The radio updates usually tell players important things like weather conditions or material shortages, but they can also inform the player of the military striking civilians or evidence of mass graves being uncovered.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the none too picky sniper shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that the school endured a direct attack.
** The radio updates usually tell players important things like weather conditions or material shortages, but they can also inform the player of the military striking civilians or evidence of mass graves being uncovered.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the none too picky sniper shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman.
to:
*** Roman's backstory describes how his unit started shooting people who looked vaguely suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that [[FridgeHorror the school endured a directattack.attack]].
** The radio updates usually tell players important things like weather conditions or material shortages, but to remind players of the nature of the ethnic civil war being waged they can also inform the player of the military striking civilians or evidence of mass graves beinguncovered.uncovered. In general one gets the sense that the military is *trying* to kill as many civilians as possible.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the [[SociopathicSoldier none too pickysniper sniper]] shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a youngwoman.woman, a dreadfully common occurrence in wartime.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that [[FridgeHorror the school endured a direct
** The radio updates usually tell players important things like weather conditions or material shortages, but to remind players of the nature of the ethnic civil war being waged they can also inform the player of the military striking civilians or evidence of mass graves being
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the [[SociopathicSoldier none too picky
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young
Changed line(s) 37 (click to see context) from:
** The player can find a note in the Hospital that goes over casualty reports from a mortar strike. Grimly, the children's war was the heaviest hit, with a whopping 32 out of 34 killed. As if this wasn't stomach churning enough, the hospital has the potential to be shelled again, leaving doctors and patients alike in a shell shocked and despair fueled state.
to:
** The player can find a note in the Hospital that goes over casualty reports from a mortar strike. Grimly, the children's war ward was the heaviest hit, with a whopping 32 out of 34 killed. As if this wasn't stomach churning enough, the hospital has the potential to be shelled again, leaving doctors and patients alike in a shell shocked and despair fueled state.
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None
Added line(s) 7 (click to see context) :
* AlternateAesopInterpretation: With the actions you can take in this game, one can consider that while actions of an individual won't change or stop a war, everyone still has the potential to make things a little better or worse on a small scale during one. You could easily kill and loot your way to survival indiscriminately, or you could choose to become a more mundane hero by stopping bad guys and helping innocent people.
Changed line(s) 7 (click to see context) from:
* DoNotDoThisCoolThing: Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost. However, killing bandits and soldiers ''does'' give a small amount of negative karma, potentially resulting in a bad ending for the survivor who did it.
to:
* DoNotDoThisCoolThing: DoNotDoThisCoolThing:
** Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost. However, killing bandits and soldiers ''does'' give a small amount of negative karma, potentially resulting in a bad ending for the survivor whodid it.kills too much.
** Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost. However, killing bandits and soldiers ''does'' give a small amount of negative karma, potentially resulting in a bad ending for the survivor who
Is there an issue? Send a MessageReason:
None
Changed line(s) 15 (click to see context) from:
* NoPronunciationGuide: Pavle's name is mispronounced very frequently by western players.
to:
* NoPronunciationGuide: Pavle's name SugarWiki/MostWonderfulSound:
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
* {{Narm}}:
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter ismispronounced very frequently by western players.attacked. The attackers will take ''any'' kind of supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of ''snow'' stolen.
** Peaceful survivors may initiate conversation with yours when approached. For some reason, however, they seem ''really'' determined to continue following your scavenger everywhere until they complete their conversation like chatty [[Film/TheTerminator Terminators]]. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things.
** Players can upload any image for a survivor's profile picture. ''Anything''.
%%** Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
* {{Narm}}:
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is
** Peaceful survivors may initiate conversation with yours when approached. For some reason, however, they seem ''really'' determined to continue following your scavenger everywhere until they complete their conversation like chatty [[Film/TheTerminator Terminators]]. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things.
** Players can upload any image for a survivor's profile picture. ''Anything''.
%%** Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
Changed line(s) 20 (click to see context) from:
*** Marin had his home hit by a Molotov Cocktail, killing his wife painfully.
to:
*** Marin had his home hit by a Molotov Cocktail, killing his wife painfully.in the subsequent fire. Marin mentions vainly trying to put out the flames while she screamed in pain.
Changed line(s) 26,34 (click to see context) from:
* SugarWiki/MostWonderfulSound:
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
* {{Narm}}:
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is attacked. The attackers will take ''any'' kind of supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of ''snow'' stolen.
** Peaceful survivors may initiate conversation with yours when approached. For some reason, however, they seem ''really'' determined to continue following your scavenger everywhere until they complete their conversation like chatty [[Film/TheTerminator Terminators]]. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things.
** Players can upload any image for a survivor's profile picture. ''Anything''.
%%** Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
* {{Narm}}:
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is attacked. The attackers will take ''any'' kind of supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of ''snow'' stolen.
** Peaceful survivors may initiate conversation with yours when approached. For some reason, however, they seem ''really'' determined to continue following your scavenger everywhere until they complete their conversation like chatty [[Film/TheTerminator Terminators]]. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things.
** Players can upload any image for a survivor's profile picture. ''Anything''.
%%** Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
to:
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
* {{Narm}}:
** The animation scavengers
**
** Peaceful survivors may initiate conversation
** Players can upload any image for a survivor's profile picture. ''Anything''.
%%** Most of
* NoPronunciationGuide: Pavle's name is
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None
Added DiffLines:
* NightmareFuel: WarIsHell, especially as a civilian.
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - but some stories stand out as particularly awful.
*** Boris's backstory features his house getting hit by shelling, breaking his foot and leaving him unable to walk. His wife goes out to get food for him and his son but dies by a sniper's bullet. Boris's son dies soon after from sickness while Boris is still helpless to do anything.
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate, having gone to the market earlier in the day.
*** Marin had his home hit by a Molotov Cocktail, killing his wife painfully.
*** Roman's backstory describes how his unit started shooting people who looked suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that the school endured a direct attack.
** The radio updates usually tell players important things like weather conditions or material shortages, but they can also inform the player of the military striking civilians or evidence of mass graves being uncovered.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the none too picky sniper shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman.
** Many of the character backstories make mention of seeing signs of the civil war on the horizon - political rallies, brawls, even riots - but some stories stand out as particularly awful.
*** Boris's backstory features his house getting hit by shelling, breaking his foot and leaving him unable to walk. His wife goes out to get food for him and his son but dies by a sniper's bullet. Boris's son dies soon after from sickness while Boris is still helpless to do anything.
*** Emilia mentions in her backstory that a group of militia claiming to be looking for Grazni spies killed her family one day and took all their valuables before burning the place down. Emilia herself barely avoided the same fate, having gone to the market earlier in the day.
*** Marin had his home hit by a Molotov Cocktail, killing his wife painfully.
*** Roman's backstory describes how his unit started shooting people who looked suspicious and devolved into rounding up large groups of people to kill them en masse.
** One of the notes your survivor can find in the school is written by a student who writes about how their best friend was killed by a sniper and how the teachers told them to stay inside after school in order to avoid the shelling. Your survivor usually notes at the beginning of the stage that the school endured a direct attack.
** The radio updates usually tell players important things like weather conditions or material shortages, but they can also inform the player of the military striking civilians or evidence of mass graves being uncovered.
** Sniper Junction. Your survivor has to weave through rubble and hope like hell they don't get hit by the none too picky sniper shooting everything in sight.
** One of the potential events players can encounter in the Supermarket is a soldier who corners, beats, and rapes a young woman.
Is there an issue? Send a MessageReason:
split trope
Changed line(s) 14 (click to see context) from:
* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees him as a savior who buys VendorTrash in exchange for valuable supplies which is of much help early-game.
to:
* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees see him as a savior who buys VendorTrash ShopFodder in exchange for valuable supplies which is of much help early-game.
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None
Added DiffLines:
*NoPronunciationGuide: Pavle's name is mispronounced very frequently by western players.
Is there an issue? Send a MessageReason:
None
Added DiffLines:
** Not to mention, resource management and base-building mechanic. Sure, it's counterbalanced by frequent ''lack'' of these resources, but it's still fun.
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Some Anvils Need To Be Dropped got cut.
Deleted line(s) 33 (click to see context) :
* SomeAnvilsNeedToBeDropped: The general anti-war message isn't exactly subtle. Granted, any realistic depiction of civilians captured between warring parties in a civil war would almost inevitably be perceived as anti-war. Toning down the horrors the civilians are exposed to to avoid an anti-war message would definitely not have improved the game.
Is there an issue? Send a MessageReason:
killing bandits and soldiers gives negative karma; just tested it with Roman - he killed around 10 bandits and got a bad ending
Changed line(s) 7 (click to see context) from:
* DoNotDoThisCoolThing: Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost.
to:
* DoNotDoThisCoolThing: Despite the game's anti-war motif, it didn't completely succeed at being an anti-war game as gameplay mechanics encouraged violence against evil targets as it would reward you well with a large stash of supplies for clearing out the place as well as the morale boost. However, killing bandits and soldiers ''does'' give a small amount of negative karma, potentially resulting in a bad ending for the survivor who did it.
Is there an issue? Send a MessageReason:
None
Changed line(s) 17,19 (click to see context) from:
* {{Narm}}: The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is attacked. The attackers will take supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of snow stolen.
** Peaceful survivors may initiate conversation with yours when approached. They'll continue following your scavenger until they complete their conversation. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They ''really'' want to talk. This is especially noticeable with the woman at the supermarket during repeat visits who talks about another woman's encounter with a drunken soldier/predator on the first visit.
** Additionally, a possibility when your shelter is attacked. The attackers will take supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of snow stolen.
** Peaceful survivors may initiate conversation with yours when approached. They'll continue following your scavenger until they complete their conversation. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They ''really'' want to talk. This is especially noticeable with the woman at the supermarket during repeat visits who talks about another woman's encounter with a drunken soldier/predator on the first visit.
to:
* {{Narm}}: {{Narm}}:
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is attacked. The attackers will take ''any'' kind of supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply ofsnow ''snow'' stolen.
** Peaceful survivors may initiate conversation with yours when approached.They'll For some reason, however, they seem ''really'' determined to continue following your scavenger everywhere until they complete their conversation.conversation like chatty [[Film/TheTerminator Terminators]]. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They ''really'' want to talk. This is especially noticeable with the woman at the supermarket during repeat visits who talks about another woman's encounter with a drunken soldier/predator on the first visit.
** The animation scavengers perform upon returning to the shelter makes it look like they're fanning away a fart.
** Additionally, a possibility when your shelter is attacked. The attackers will take ''any'' kind of supplies pretty much at random.... which makes it possible to have your home raided in the dead of winter and your precious supply of
** Peaceful survivors may initiate conversation with yours when approached.
Changed line(s) 21 (click to see context) from:
** Most of the survivor's stories are well-written and adds to the atmosphere and emotional impact of the story. Marin worrying about a child missing his plastic toy while there is a war going on in the city, is beyond cheesy and into narm territory.
to:
Is there an issue? Send a MessageReason:
None
Changed line(s) 13 (click to see context) from:
* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees him as a savior who buys VendorTrash in exchange for valuable supplies which is of much help early-game.M
to:
* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees him as a savior who buys VendorTrash in exchange for valuable supplies which is of much help early-game.M
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* BaseBreakingCharacter: Roman. Some players find him one of the most useful characters in the game, being able to defend the shelter the most effectively and being the best candidate for killing bandits and soldiers. Others are turned off by his destructive attitude when he's depressed, resulting in unnecessary injuries amongst his peers.
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* BaseBreakingCharacter: Roman. Some players find him one of the most useful characters in the game, being able to defend the shelter the most effectively and being the best candidate for killing bandits and soldiers. Others are turned off by his destructive attitude when he's depressed, resulting in unnecessary injuries amongst among his peers.peers.
* BreatherLevel: There are some locations that appear late in the game (ie one has to visit a set amount of locations to unlock them), yet pose little threat, or are more or less docile and sympathetic. Such examples include the trader version of the Semi Detached House (despite the "Danger" label, the place is open for trade and houses the usual junk piles full of materials, as well as an abandoned refrigerator that's up for grabs), the Central Square (one can go here to trade with the merchants if Franko is running late), City Hospital (another place full of free junk piles, plus the possibility of getting free healing from the nurses), and Port (the sole occupant offers an easy way out of the city provided you can pay him eight gems later on, the place itself is once again full of free junk piles with few obstacles).
* BreatherLevel: There are some locations that appear late in the game (ie one has to visit a set amount of locations to unlock them), yet pose little threat, or are more or less docile and sympathetic. Such examples include the trader version of the Semi Detached House (despite the "Danger" label, the place is open for trade and houses the usual junk piles full of materials, as well as an abandoned refrigerator that's up for grabs), the Central Square (one can go here to trade with the merchants if Franko is running late), City Hospital (another place full of free junk piles, plus the possibility of getting free healing from the nurses), and Port (the sole occupant offers an easy way out of the city provided you can pay him eight gems later on, the place itself is once again full of free junk piles with few obstacles).
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** Marko, Roman, Katia and Bruno are at the top (since their abilities are so handy and universal), Marin, Boris, and Arica are high tier (Marin's good for shelter development, Arica's good for stealthy operations, and Boris is a good scavenger like Marko, but lacks speed), Zlata, Pavle and Christo are mid tier (the three of them have decent backpacks and fair stats and talents), Anton, Emilia, Henrik and Irina are low tier (Anton merely being better with animal traps, Emilia is simply emotionless, but yielding an average backpack, Henrik being better at making cigarettes, which may not be your desired commodity, and Irina grows vegetables faster, which is pretty much an end-game skill), and down at the very bottom is Cveta (with the [[SarcasmMode fantastic ability]] of being friendly to children).
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** Marko, Roman, Katia and Bruno Boris are at the top (since their abilities are so handy and universal), Marin, Boris, Marin and Arica are high tier (Marin's good for shelter development, development and Arica's good for stealthy operations, and Boris is a good scavenger like Marko, but lacks speed), operations), Bruno, Zlata, Pavle and Christo are mid tier (the last three of them have decent backpacks and fair stats and talents), Anton, talents while Bruno's cooking can save up on fuel and water), Emilia, Henrik and Irina are low tier (Anton merely being better with animal traps, Emilia (Emilia is simply emotionless, but yielding an average backpack, Henrik being better at making cigarettes, which may not be your desired commodity, and Irina grows vegetables faster, which is pretty much an end-game skill), Anton and Livia are very low tier (Anton can only make animal traps work faster and Livia's a poor man's version of Bruno, not even being able to run at full speed or help neighbors), and down at the very bottom is Cveta (with the [[SarcasmMode fantastic ability]] of being friendly to children).
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** Marko is incredibly popular, likely for being the best scavenger in the game. The fact that he's a pretty good defender when he's not scavenging is a plus as well.
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** Marko is incredibly popular, likely for being the best scavenger in the game. The fact that he's a pretty good defender when he's not scavenging is a plus as well. Boris has his fans for similar reasons.
** Katia's also popular for her better trading deals, some of which can fundamentally ''break the game's balance''.
** Katia's also popular for her better trading deals, some of which can fundamentally ''break the game's balance''.
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* SugarWiki/MostWonderfulSound: The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
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* SugarWiki/MostWonderfulSound: SugarWiki/MostWonderfulSound:
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love withthem.them.
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
** The sounds of food being eaten and bandages being tied. You quickly come to fall in love with
** The sounds of soldiers or bandits dying by your hand are immensely satisfying.
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** Peaceful survivors may initiate conversation with yours when approached. They'll continue following your scavenger until they complete their conversation. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They ''really'' want to talk.
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** Peaceful survivors may initiate conversation with yours when approached. They'll continue following your scavenger until they complete their conversation. This includes when your scavenger's hopping on the roof, or jumping on ledges to search for things. They ''really'' want to talk. This is especially noticeable with the woman at the supermarket during repeat visits who talks about another woman's encounter with a drunken soldier/predator on the first visit.
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabited because you killed everyone in it.]] It's actually the result of a glitch that hasn't been fixed.
** After rescuing (or failing to rescue) the girl at the Supermarket, you'll be greeted by a woman who talks to you about how evil our supposed protectors are. This falls into narm territory when you try ignoring her but she keeps trying to follow you. She'll even chase you if you try to run.
** After rescuing (or failing to rescue) the girl at the Supermarket, you'll be greeted by a woman who talks to you about how evil our supposed protectors are. This falls into narm territory when you try ignoring her but she keeps trying to follow you. She'll even chase you if you try to run.
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** Introduced in Update 1.3 was a glitch that treated robbing bandits the same as robbing innocents, whether they be alive or dead (the Warehouse, Brothel, and Military Outpost are all immune). It would take a year for this bug to be fixed. The Hotel location ''still'' hasn't been fixed.
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** Introduced in Update 1.3 was a glitch that treated robbing bandits the same as robbing innocents, whether they be alive or dead (the Warehouse, Brothel, and Military Outpost are all immune). It would take a year for this bug to be fixed. The Hotel location ''still'' hasn't been fixed.fixed, and is still pretty buggy all around unless all bandits in the area are dead.
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* ThatOneLevel: The Military Outpost, Brothel, and army-controlled Ruined Villa are considered the toughest levels to clear and scavenge. The Military Outpost and army Villa are infested with soldiers (and the Villa doesn't have much space to hide, maneuver, and trap enemies) while the Brothel is huge and full of dangerous thugs. The staircase in the Brothel leaves one open to some danger.
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* ThatOneLevel: The Military Outpost, Brothel, and army-controlled Ruined Villa are considered the toughest levels to clear and scavenge. The Military Outpost and army Villa are infested with soldiers (and the Villa doesn't have much space to hide, maneuver, and trap enemies) while the Brothel is huge and full of dangerous thugs.thugs who have unpredictable walking patterns. The staircase in the Brothel leaves one open to some danger.
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Darth Wiki doesn't go on main wiki
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* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees him as a savior who buys VendorTrash in exchange for valuable supplies which is of much help early-game.
* MostAnnoyingSound: The humming of the children in your shelter can get old pretty fast.
* MostAnnoyingSound: The humming of the children in your shelter can get old pretty fast.
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* MemeticMutation: '''Franko for President!''' has become a popular joke cry for those playing the game, as many sees him as a savior who buys VendorTrash in exchange for valuable supplies which is of much help early-game.
* MostAnnoyingSound: The humming of the children in your shelter can get old pretty fast.early-game.M
* MostAnnoyingSound: The humming of the children in your shelter can get old pretty fast.
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** Sadly, you can't kill Colonel Markov in ''Burning Embers''. He has PlotArmor.
** Traders were nerfed ''hard'' in ''Stories'', having far less loot to trade, and never carrying the essential-in-bulk components and wood, and carrying little fuel.
** Traders were nerfed ''hard'' in ''Stories'', having far less loot to trade, and never carrying the essential-in-bulk components and wood, and carrying little fuel.
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* SelfImposedChallenge: Try playing the entire 45 days without a radio. Although the radio is useful, it is possible to go through the whole length of the game without even having one, by using alternative methods to gauge the environment, prioritizing equipment that allows for self-sustenance, being pre-emptively prepared for raids by patching the holes in the wall, reinforcing the door and getting some weapons as soon as possible, and some good ol' XanatosSpeedChess. Aside from that, if you fancy something much more challenging, there's the classic PacifistRun (usually coupled with StealthRun since bandits and the army both kill indiscriminately) , NoCasualtiesRun (or if you want to up the ante, a NoDamageRun), or even a HundredPercentCompletion run (which usually means mercilessly slaughtering everyone in your way indiscriminately).
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* SelfImposedChallenge: Try playing the entire 45 days without a radio. Although the radio is useful, it is possible to go through the whole length of the game without even having one, by using alternative methods to gauge the environment, prioritizing equipment that allows for self-sustenance, being pre-emptively prepared for raids by patching the holes in the wall, reinforcing the door and getting some weapons as soon as possible, and some good ol' XanatosSpeedChess. Aside from that, if you fancy something much more challenging, there's the classic PacifistRun (usually coupled with StealthRun since bandits and the army both kill indiscriminately) , indiscriminately), NoCasualtiesRun (or if you want to up the ante, a NoDamageRun), or even a HundredPercentCompletion run (which usually means mercilessly slaughtering everyone in your way indiscriminately).
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Was deleted before because it's actually a glitch.
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabited because you killed everyone in it.]]
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabited because you killed everyone in it.]]]] It's actually the result of a glitch that hasn't been fixed.
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* MostWonderfulSound: The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
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* MostWonderfulSound: SugarWiki/MostWonderfulSound: The sounds of food being eaten and bandages being tied. You quickly come to fall in love with them.
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No reason given for deletion
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabited because you killed everyone in it.]]
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabited because you killed everyone in it.]]
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** Introduced in Update 1.3 was a glitch that treated robbing bandits the same as robbing innocents, whether they be alive or dead (the Warehouse, Brothel, and Military Outpost are all immune). It would take a year for this bug to be fixed.
to:
** Introduced in Update 1.3 was a glitch that treated robbing bandits the same as robbing innocents, whether they be alive or dead (the Warehouse, Brothel, and Military Outpost are all immune). It would take a year for this bug to be fixed. The Hotel location ''still'' hasn't been fixed.
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* TierInducedScrappy: Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
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* TierInducedScrappy: TierInducedScrappy:
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
** Cveta, who has a small backpack and a nigh-useless ability. Even Anton is more useful than her (as Anton can at least use animal traps better). Cveta even lampshades it in her diary entries.
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabitable because you killed everyone in it.]]
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** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabitable uninhabited because you killed everyone in it.]]
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None
Added DiffLines:
** Your character will feel guilty for stealing from others. Usually, [[YouBastard this works]] as most of the time you steal from people who either can't fight back or are simply defending their homes and doing nothing more. However, if you steal from the deserter soldiers who took a hostage that died from neglect, the game still tells you that your character feels guilty for stealing from these people. [[MoralMyopia Even though you don't feel guilty if you kill them all.]] Meaning that it's ok to kill them [[KickTheSonOfABitch because of the horrible things they're done]] but [[AndThatsTerrible taking their supplies after the fact is just crossing a line?]] What makes this utterly laughable is that your character will wonder if the people they stole from will have enough supplies to survive, [[GameplayAndStorySegregation even if the house you "stole" from is now uninhabitable because you killed everyone in it.]]