It seems an inordinate number of characters are getting the "Deranged" trait (the first level is "Skewed View"). Others have pointed this out and I have confirmed it in my current game.
I have perused export_descr_character_traits and there seems to be no explanation based on the existing traits. Supposedly, one can get Deranged upon character creation, or after strong events such as assassination attempts, surviving disasters or having a very high "Battle Hardened" trait (meaning having gone through a lot of battles where they lost most of their escort). Those cases do not apply to my generals. Supposedly, a character should not ever get Deranged if none of the mentioned things occur to him (and even then the chances are low).
The closest I can get to a possible culprit is this trigger
If one reads it strictly, this trigger applies only to someone already having deranged at least level 1 (>= 1). It causes the madness to increase level. However, if for some reason the game ignores the conditional, or interprets characters with no deranged level as having one, then there is a 4% chance per turn of getting it, which is high (over 50 turns 87% of characters will have it, which is what seems to be happening).Code:;------------------------------------------ Trigger selfperpetuating12 WhenToTest CharacterTurnEnd Condition Trait Deranged >= 1 Affects Deranged 1 Chance 4
I wonder if this may have to do with the antitrait, Sane. This is a hidden trait (you don't see when your character has it), and also it is unusual because it serves as an antitrait for several different traits; Hypocondriac, Touched By The Gods, Insane, Deranged, & Bloodthirsty. Maybe different events and triggers of any of those traits cause the hidden Sane trait to become virtually 0 which the game then interprets as Deranged level 1 for purposes of the above mentioned trigger? I'm speculating since my knowledge of these workings isn't very deep.
I tried changing it to read
Condition Trait Deranged > 1
But still it happens, which would seem to point to the theory that the game is ignoring the conditional when testing for the trigger.
Opinions and suggestions welcome.






Reply With Quote








