Ir para o conteúdo
Riot Bits

Riot Bits

  • Lar
  • Notícias
  • Guias
  • Guias de vídeo
  • Notas do Patch
  • Denunciar abuso
  • Alternar formulário de pesquisa

Lakeburg Legacies – Aldeões’ Características, Precisa, and Relationships

postado em 07/31/2023 Por Wolfprints Sem comentários em Lakeburg Legacies – Aldeões’ Características, Precisa, and Relationships
  • Título: Lakeburg Legacies
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Lakeburg Legacies is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

The personalities, precisa, and relationships of your people will influence everything from their abilities and stats to morale and life expectancy. This tutorial will explain down all of the effects in the game that you can and cannot manage, allowing you to place your community on the route to success!

Introdução

Lakeburg Legacies features overlapping and intricate systems that govern how your folks work and interact with their neighbors. You’ve come to the right area if you’re looking for more extensive information on what different statuses do and how you can acquire greater results for your villagers.

What can a villager’s traits/feelings/relationships affect?

  • Stat increase/decrease
  • Skill increase/decrease
  • Resources needed/used
  • Precisa (proteção, entertainment, etc.)
  • Production time
  • Meeting chance (Only applies to random meetings, not ones that you initiate)
  • Relationship chance by type (romantic, amigável, lustful, etc.)
  • Life Expectancy
  • Affinity
  • Citizen experience gained

Personalidade & Congenital Traits

These characteristics are automatically allocated to your folks. They are supposed to be passed down from parent to kid and mentor to mentee, however that component does not appear to be functioning effectively at the moment. They can also earn or lose attributes based on the decisions you make during pop-up events. You won’t be able to change a villager’s congenital or personality features, so you’ll have to work around them as best you can.

  • Ascetic: -1 vegetais, carne, and fish needed
  • Lindo: Charisma stat +2
  • Tedioso: Stage performance skill -5%, meeting chance -5%
  • Corajoso: Athletics skill +5%, Protection needs -1%
  • Club Foot: Dexterity stat -2
  • Covarde: Leadership skill -5%, -1 wood every 120 dias
  • Depressive: Moral -10, meeting chance -5%, Friendly relationship chance -5%
  • Devout: Knowledge skill +5%, -1 fish every 120 dias
  • Energetic: Athletics skill +5%, -1 tools every 120 dias
  • Frail: Life expectancy -50
  • Engraçado: Meeting chance +10%, friendly relationship chance +10%, Affinity +6%
  • Glutton: -1 fruit every 120 dias, -1 meat every 120 dias
  • Greedy: -1 Gold every 120 dias
  • Hard-Working: Perception skill -5%, Production time -5%
  • Humilde: Meeting chance -5%, Jewelry resource needed -1, Painting resource needed -1
  • Ill-Mannered: Precision Work skill -5%, Crafting skill -5%, -1 beer every 120 dias
  • Indeciso: Precision work skill -5%, friendly relationship chance +5%
  • Tipo: Nature skill +5%, Meeting chance +10%
  • Preguiçoso: Production time +10%, meeting chance +10%, friendly relationship chance +5%
  • Mean: Persuasion skill +5%, Weapons mastery skill +5%, friendly relationship chance -10%, Affinity -3%
  • Ágil: Dexterity stat +2
  • Obstinate: Knowledge skill -5%, Stage Performance skill -5%
  • Orgulhoso: Stage Performance skill +5%, -1 Jewelry every 120 dias
  • Resiliente: Moral +10, Romantic relationship chance +5%, Leadership skill +5%
  • Robust: Life expectancy +50
  • Romântico: Meeting chance +10%, lustful relationship chance -5%, Affinity +5%
  • Rowdy: Weapons mastery skill +5%, -1 weapons every 120 dias
  • Shy: Leadership skill -5%, Persuasion skill -5%, friendly relationship chance -5%
  • Simples: Intelligence stat -2
  • Smart: Intelligence stat +2
  • Social: Persuasion skill +5%, Stage performance skill +5%, Affinity +6%
  • Forte: Strength stat +2
  • Feio: Charisma stat -2
  • Fraco: Strength stat -2
  • Well-Mannered: Precision work skill +5%, Crafting skill +5%, -1 Clothes needed

Annual Needs

The annual needs of a villager rise in direct proportion to their level of citizenship. Every villager will have 5 fundamental needs, 2 convenience needs, e 1 luxury need, which will be picked at random from a pool of possibilities. Illegal structures will also deplete your resources and make life more difficult for the residents. When resources are few, they are distributed first to Nobles, next to Artisans, and finally to Peasants. New resources are not added to the pool until you have a supply of them, so until you create the bakery, your villages will not have bread as an essential need. These needs are examined at the end of the calendar year, so if you are short, you have until December to solve it before being penalized for the entire year. If essential needs are supplied, they have a positive influence; if they are not met, they have a negative effect. If convenience and luxury needs are addressed, they will have a beneficial effect, but there will be no consequence if they are not met.

Madeira (Essential)

  • Satisfied: +20 Morale every 20 dias
  • Not satisfied: Strength stat -1, Life expectancy -120 todo 360 dias, Moral -40 todo 360 dias

Vegetais (Essential)

  • Satisfied: Dexterity stat +1, Charisma stat +1
  • Not satisfied: Dexterity stat -2, Intelligence stat -2, Life expectancy -120 todo 360 dias, Moral -10 todo 360 dias

Carne (Essential)

  • Satisfied: Strength stat +2
  • Not satisfied: Strength stat -3, life expectancy -120 todo 360 dias, Moral -10 todo 360 dias

Roupas (Essential)

  • Satisfied: Meeting chance +5%, Charisma stat +1
  • Not satisfied: Charisma stat -4, -20 Morale every 360 dias

Pão (Essential)

  • Satisfied: Dexterity stat +2
  • Not satisfied: Dexterity stat -3, life expectancy -120 todo 360 dias, Moral -10 todo 360 dias

Peixe (Essential)

  • Satisfied: Intelligence stat +2
  • Not satisfied: Intelligence stat -3, life expectancy -120 todo 360 dias, Moral -10 todo 360 dias

Fruta (Essential)

  • Satisfied: Charisma stat +2
  • Not satisfied: Charisma stat -3, life expectancy -120 todo 360 dias, Moral -10 todo 360 dias

Armas (Convenience)

  • Satisfied: Strength stat +1, Intelligence stat +1

Ferramentas (Convenience)

  • Satisfied: Dexterity stat +1, Production time -2% todo 360 dias

Cerveja (Convenience)

  • Satisfied: Intelligence stat -1, Moral +10 todo 360 dias, meeting chance +10%

Mobília (Convenience)

  • Satisfied: Life expectancy +25 todo 360 dias, Moral +6 todo 360 dias, Intelligence stat +1

Joia (Luxo)

  • Satisfied: +10 Prestígio

Pinturas (Luxo)

  • Satisfied: +10 Prestígio

Life Events – Feelings/States

Your people can also develop feelings as a result of events in their lives. Casado, divórcio, homelessness, parenthood, widowhood, pop-up events, developing relationships, and engaging with other villagers are all potential triggers. During the pop-up events, you can mouse over the alternatives to view what states your villagers will acquire as a result of that choice, however it only gives the name of the sensation, not its actual repercussions.

There are two permanent sentiments that come with being divorced and being widowed. Even if the villager remarries, these two feelings remain.

  • Divorced: +1% Faith needed, -10 moral
  • Widowed: -1 Faith needed, Moral -20, romantic relationship chance -20%

The rest are temporary. You can see how much longer a villager will have a feeling by the colored circle around the icon.

  • Amused: Moral +5, Entertainment needs -1%
  • Bothered: Moral -5, Production time +2%
  • Calma: Athletic skill -3%, Perception skill +3%, Faith needs -1%
  • Charmed: Charisma stat +1, Persuasion skill -3%
  • Confiante: Charisma stat +1, Persuasion skill +3%, friendly relationship chance +5%
  • Dejected: Moral -5, Precision work skill -5%, Stage performance skill -5%, Crafting skill -5%
  • Disappointed: Entertainment needs +1%, Meeting chances -5%
  • Disgusted: Stage performance skill: -3%, Food skill -3%
  • Drunk: Charisma stat -1, Intelligence stat -1, Cerveja -1 todo 120 dias, meeting chance +10%
  • Embarrassed: Moral -5 todo 100 dias, Persuasion skill -3%, Stage performance skill -3%
  • Furioso: Strength stat +1, Intelligence stat -2
  • Grateful: Moral +5, Friendly relationship chance +5%
  • Heartbroken: Moral -15, -2 Hearts every 120 dias
  • Homeless: Moral -20 todo 90 dias, Faith needs -2%, Life expectancy -50 todo 90 dias
  • Impressionado: Intelligence stat +1, Moral +2
  • Inspirado: Perception skill +5%, Stage Performance skill +5%, Crafting skill +5%
  • Joyful: Moral +20, Affinity +3%
  • Offended: Moral -5, Friendly relationship chance -5%
  • Pleasantly surprised: Moral +5, Entertainment needs -1%
  • Assustado: Knowledge skill -5%, Weapons mastery skill +5%, meeting chance -10%, friendly relationship chance -5%
  • Stressed: Knowledge skill -1%, Life expectancy -10, Perception skill +5%, Production time +5%
  • Waiting for a stork: Parenthood chance -100%
  • Young Parent: Parenthood chance -90%

Town Services

These effects are also transient and can be obtained through illegal structures, the Bards’ Casa, the School, and depending on the state of your Needs gauges. Managing your illegal structures is a balancing act, and you must find the sweet spot for your village. When your Needs gauges are really low, your villagers are vulnerable to some pretty terrible effects, but if you wait long enough, they will wear off. Mais tarde no jogo, you can acquire structures that will mitigate the consequences of the unlawful buildings, but they can be difficult to manage until you do.

Some of these overlap with the Feelings received from life events, but I’ve included them separately so you can see where each originates from.

Saúde (Rodent Nest/Hospital)

  • Confiante: Charisma stat +1, Persuasion skill +3%, friendly relationship chance +5%
  • Frio: Life expectancy -60 todo 85 dias, -5 Wood every 29 dias
  • Flu: Life expectancy -640 todo 175 dias, Strength stat -1
  • Cholera: Life expectancy -1220 todo 265 dias, Strength stat -2, Charisma stat -2
  • Plague: Life expectancy -1800 todo 355 dias, -3 to ALL stats

Fé (Pleasure House/Church)

  • Lustful: Intelligence stat -1, Moral -20 todo 115 dias, ouro -1 todo 115 dias, meeting chance +5%, lustful relationship chance +5%
  • Grateful: Moral +5, Friendly relationship chance +5%
  • Atheist: Charisma stat -1, Intelligence stat -1, Citizen experience -10%
  • Herege: Life expectancy -50 todo 265 dias, Charisma stat -2, Dexterity stat -2, Intelligence stat -2
  • Disbeliever: Life expectancy -100 todo 355 dias, -1 to ALL stats

Entretenimento (Prank Shop/Theatre)

  • Amused: Moral +5, Entertainment needs -1%
  • Entediado: Moral -50 todo 175 dias, Intelligence stat -1
  • Despondent: Life expectancy -300 todo 265 dias, Moral -100 todo 265 dias, Affinity -10%, Intelligence stat -2, Charisma stat -2
  • Suicida: Life expectancy -600 todo 355 dias, Moral -150 todo 355 dias, Affinity -25%, Intelligence stat -3, Charisma stat -3, meeting chances -25%

Proteção (Ladrões’ Guild/Barracks)

  • Joyful: Moral +20, Affinity +3%
  • Worried: Moral -50 todo 175 dias, Dexterity stat -1, Strength stat -1, Meeting chance -5%
  • Robbed: Moral -100 todo 265 dias, meeting chance -25%, Dexterity stat -2, Strength stat -2, Intelligence stat -2
  • Deprived: Moral -150 todo 355 dias, -5 Furniture every 120 dias, meeting chance -50%, -3 to ALL stats

Assassin’s Guild

  • Ferido: Life expectancy -120 todo 175 dias

Bard’s House

  • Entertained: Moral +10 todo 30 dias, meeting chance +5%, Affinity +3%

Escola

  • Educado: Intelligence stat +2, Citizen experience +5%

Intro to Relationships

The relationships of your villagers can have a significant impact on their talents, attributes, and requirements. This is the set of attributes that you have the most control over, but it is also the most complicated. You can use hearts to end relationships with unwanted consequences. Marriage ties are formed when two villagers marry. When you appoint a youngster to be an apprentice, mentorship relationships are NOT automatically established. They might happen at random or you can arrange for the youngster and adult to meet.

Adult/child connections function differently than peer interactions. When a youngster encounters an adult who is not their apprentice, they will create a relationship or a hatred based on their affinity. When a youngster meets an adult to whom they are apprenticed, they create either a mentoring or an exploitation connection. Mentorship is a huge benefit, but exploitation has serious consequences. If you wish to develop a mentorship, it is ideal to apprentice a youngster to an adult who shares their interests, since this greatly increases the likelihood of their forming a mentorship when they meet.

The other sorts occur as a result of random meetings (affected by their meeting chance) or when they spend time together. You can make a villager spend time with someone they don’t already know by opening the villager window at the bottom of the screen and dragging the one you want up to the location.

Relationships have two consequences on your villagers. The first type are the adjustments in skills, estatísticas, precisa, and morale that characteristics can provide. The second type of interaction occurs solely when the villager interacts with the other person in the relationship. Production time (when working together) and Romantic affinity (when going on a date) are examples of this. Their relationship will also have an affect on the ambiance when they work together, which will have an impact on any other villagers working in the same building.

Casado

Nível 1 Loveless Marriage

  • Moral -10
  • Production time +7%

Nível 2 Infatuated

  • Moral +5
  • Production time -7%

Nível 3 In Love

  • Moral +10
  • Production time -7%

Nível 4 Madly in Love

  • Moral +20, Paintings needed -1, Jewelry needed -1
  • Production time -14%

Amizade

Nível 1 Conhecido

  • Moral +5
  • Production time -7%

Nível 2 Amigo

  • Moral +10
  • Production time -7%

Nível 3 Close Friend

  • Moral +5, Jewelry needed +1
  • +30% relationship affinity, Production time -14%

Nível 4 Melhor amigo

  • Moral +10, Jewelry needed +1
  • Relationship affinity +30%, Production time -14%, date will start with existing love

Nível 5 Friend for Life

  • Moral +10, Jewelry needed +1
  • Relationship affinity +30%, Production time -21%, date will start with existing love

Enmity

Nível 1 Insignificant

  • -3% relationship affinity, Production time +7%

Nível 2 Disliked

  • Moral -5
  • Production time +7%, Relationship affinity -3%

Nível 3 Rival

  • Moral -10, Citizen experience -3%, Weapons needed +1
  • Production time +14%, Relationship affinity -3%

Nível 4 Inimigo

  • Moral -5, Citizen experience -3%
  • Production time +14%, Relationship affinity -3%, dates are less likely to succeed

Nível 5 Sworn Enemy

  • Moral -10, Citizen experience -3%
  • Production time +14%, Relationship affinity -3%, dates are less likely to exceed

Romance

Nível 1 Crush

  • Moral +5
  • Production time -7%, date will start with existing love

Nível 2 First Kiss

  • Moral +5
  • Production time -7%, Relationship affinity +3%, date will start with existing love

Nível 3 Romantic Relationship

  • Moral +10
  • Production time -14%, Relationship affinity +6%, date will start with existing love

Luxúria

Nível 1 One-Night Stand

  • Moral +10
  • Production time -7%

Nível 2 Bed Friend

  • Moral +10
  • Production time -14%, Relationship affinity +3%

Nível 3 Friend and…a tad more

  • Moral +10
  • Production time -21%, Relationship affinity +3%, date will start with existing love

Mentorship

Nível 1 Mentor and Student

  • Moral +5
  • Production time -7%

Nível 2 Mutual Enrichment

  • Moral +15, Citizen experience +5%
  • Production time -14%

Exploração

Nível 1 Master and Servant

  • Moral -20
  • Production time -7%

Nível 2 Captive Serf

  • Moral -20, Citizen experience -10%
  • Production time -14%

Adultery

Nível 1 Secret Crush

  • Production time +7%, Marriage affinity -3%

Nível 2 Secret Flirt

  • Clothes needed +1
  • Production time +7%, Marriage affinity -5%, date will start with existing love

Nível 3 Adulterers

  • Clothes needed +1
  • Production time +14%, Marriage affinity -10%, date will start with existing love

Managing Relationships

Even before they engage, all villagers have a level of affinity towards one another based on shared interests. They will have a good affinity if they share hobbies, and a negative affinity if they despise each other’s hobbies. This is not revealed in the game (until they go on a date or have an existing relationship), but you may guess it by looking at their hobbies. Before introducing two villagers, make sure to examine if they have any additional characteristics that predispose them to a certain type of relationship, or you may end up with unexpected consequences.

The affinity of two villagers will change as they form a relationship. No entanto, shared interests are still important, particularly in low-level interactions! Check carefully, as low level friends can still have a negative relationship if they dislike each other’s hobbies or have other negative consequences for friendly relationships. The top of the relationship pane displays their overall score for each other. That affinity is limited to the other person in the connection and has no bearing on any other ties a villager may have.

When two villagers interact, they may gain or lose feelings depending on their relationship (see Feeling section). Feelings are fleeting characteristics that can be used to increase a villager’s morale. When dealing with villagers that have a maxed out relationship and a strong affinity in that area, they are very likely to experience a sense. Então, when a couple is Madly In Love and has a high affinity for a positive relationship, they are very likely to have a positive experience. De forma similar, Sworn Enemies who have a strong affinity for a negative relationship are very likely to get a terrible mood. When the villagers engage, their relationship may end if they share a poor relationship and a contrasting affinity, such as Acquaintances with an affinity for a negative relationship.

Isso é tudo o que estamos compartilhando hoje para isso Lakeburg Legacies guia. Este guia foi originalmente criado e escrito por Wolfprints. Caso não atualizemos este guia, você pode encontrar a atualização mais recente seguindo este link.

Se você acredita que algum conteúdo deste site viola seus direitos, incluindo seus direitos de propriedade intelectual, entre em contato conosco imediatamente usando nosso formulário de contato.
Guias Tag:Lakeburg Legacies

Navegação de artigos

Postagem anterior: How to Fix Lakeburg Legacies FPS Drop, atraso, e problemas de gagueira
próxima postagem: Como consertar 112 Operator Crashing, Falha no lançamento, e problemas de congelamento

Deixe um comentário Cancelar resposta

O seu endereço de email não será publicado. Campos obrigatórios marcados com *

  • Título: Lakeburg Legacies
  • Data de lançamento:
  • Desenvolvedor:
  • Editor:
Information about Lakeburg Legacies is still incomplete. Por favor, ajude-nos a preencher os detalhes do jogo usando este formulário de contato.

Isenção de responsabilidade

Todo o conteúdo citado é derivado de suas respectivas fontes. Se você acha que usamos seu conteúdo sem permissão, certifique-se de entrar em contato conosco e levaremos isso a sério.
  • Sobre nós
  • Contate-nos
  • política de Privacidade
  • Termos de serviço

direito autoral © 2025 Riot Bits.

Distribuído por PressBook Notícias tema WordPress