What happens if you Curse your Haunted Houses in the future?
@Loanet do you mean with the “Cursed” lot trait from City Living? Or do you mean if you... “re-haunt” them after they’ve been cleansed?
I don’t have the answers, but the Cursed lot trait will work well with this lot type I think because it currently means:
- Sims have a chance of getting mysteriously voodoo’d on arrival;
- Uncomfortable and tense moodlets last longer (this is an assumption but I guess this will include “scared” now);
- Bladder depletes faster;
- Higher chance of death from dangerous events while on the lot (electrocution, exhaustion etc.)
- Fires are more likely to happen
I’d be interested to know if lots can be haunted multiple times. I’m assuming they can via the randomly generated gigs, or maybe by placing some kind of item that triggers hauntings...
What happens if you Curse your Haunted Houses in the future?
@Loanet do you mean with the “Cursed” lot trait from City Living? Or do you mean if you... “re-haunt” them after they’ve been cleansed?
I don’t have the answers, but the Cursed lot trait will work well with this lot type I think because it currently means:
- Sims have a chance of getting mysteriously voodoo’d on arrival;
- Uncomfortable and tense moodlets last longer (this is an assumption but I guess this will include “scared” now);
- Bladder depletes faster;
- Higher chance of death from dangerous events while on the lot (electrocution, exhaustion etc.)
- Fires are more likely to happen
I’d be interested to know if lots can be haunted multiple times. I’m assuming they can via the randomly generated gigs, or maybe by placing some kind of item that triggers hauntings...
Thanks. Sounds like adding 'Cursing' to houses will definitely remind your Sims that something's wrong around here...
The Livestream shows that you get OFFERED three Gigs a night, but you can only pick one, so you'll never know what the other two were. They might even have been the same house, but easier or harder. Ah, the road untravelled... I assume that the 'Gigs' you get offered is randomised so in time you will totally go back to old houses. The more houses you have around the world, the longer this will take - if you have only a few, you'll probably keep going back to the same ones. With randomisation you might even get the same house twice in a row. It's the sort of thing only extensive experimentation finds out.
Prepping a list of mods to add after Infants are placed into the game. Because real life isn't 'nice'.
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But if they don't buy the pack, they'll be missing most of the items used to make the lot...
@Loanet do you mean with the “Cursed” lot trait from City Living? Or do you mean if you... “re-haunt” them after they’ve been cleansed?
I don’t have the answers, but the Cursed lot trait will work well with this lot type I think because it currently means:
- Sims have a chance of getting mysteriously voodoo’d on arrival;
- Uncomfortable and tense moodlets last longer (this is an assumption but I guess this will include “scared” now);
- Bladder depletes faster;
- Higher chance of death from dangerous events while on the lot (electrocution, exhaustion etc.)
- Fires are more likely to happen
I’d be interested to know if lots can be haunted multiple times. I’m assuming they can via the randomly generated gigs, or maybe by placing some kind of item that triggers hauntings...
Thanks. Sounds like adding 'Cursing' to houses will definitely remind your Sims that something's wrong around here...
The Livestream shows that you get OFFERED three Gigs a night, but you can only pick one, so you'll never know what the other two were. They might even have been the same house, but easier or harder. Ah, the road untravelled... I assume that the 'Gigs' you get offered is randomised so in time you will totally go back to old houses. The more houses you have around the world, the longer this will take - if you have only a few, you'll probably keep going back to the same ones. With randomisation you might even get the same house twice in a row. It's the sort of thing only extensive experimentation finds out.