Hibernación

From Rain World Wiki
Hibernation/es
Jump to navigation Jump to search
This page is a translated version of the page Hibernation and the translation is 23% complete.
Outdated translations are marked like this.

"Este lugar es seguro. Quédate aquí a hibernar."

La hibernación forma parte de la jugabilidad principal de Rain World, sirviendo como el objetivo de cada ciclo. Los refugios, guaridas o vainas de hibernación son cámaras autosellantes esparcidas por las regiones, usadas para hibernar: descansar en una de ellas es la única forma de terminar un ciclo, guardar la partida y aumentar el nivel de karma. Después de hibernar, el recuento de ciclos de guardado y los temporizadores de los mismos por todo el mundo avanzan.

Funcion

La pantalla de hibernacion como Superviviente.

La hibernacion comienza entrando a un refugio con suficiente habiendo comido lo suficiente para dormir durante la lluvia rain. La cantidad total de comida requerida es indicada por el medidor de comida en la esquina de abajo a la izquierda de la pantalla, y puede ser visto en cualquier momento aprentando el boton de Mapa.

La comida nescesaria para hibernar varia entre los Babosa-gatos; La linea divisoria indica cuantos puntos de comida se nescesitan para hibernar, las que estan a su derecha se conservan para el siguiente ciclo:

La hibernacion puede empezar en cualquier momento de el ciclo, pero antes de que la lluvia mate a el Gato-babosa. Entrar en un Refugio y quedarse mientras se tiene la minima cantidad de puntos de comida nescesarios inicia el proceso de sellado de este y abre la pantalla de hibernacion. La puerta de los Refugios seguira habierta mientras se apreten las teclas de movimiento. Si no se tiene la minima cantidad de comida dentro de un Refugio, todos los puntos de comida antes de la linea que estan vacios brillan en rojo, a salvo que haya suficiente comida en el Refugio, en cuyo caso es automaticamente ingerida y la hibernacion inicia. Similarmente, cualquier Flor de Karma dentro de los Refugios son automaticamente consumidas cuando se hiberna. Si se entra o sale de un Refugio mientras llueve, la hibernacion se fuerza cuando el Babosa-gato esta dentro de la camara.

Los interiores de los Refugios no son afectados por la lluvia, y es posible mantenerse indefinidamente en el tunel que lleva a la camra de el Refugio sin ser asesinado o forzado a hibernar.

En la pantalla de hibernacion, la cantidad de comida consumida en el ciclo se muestra, ademas de el nivel de karma y passages si estan en progreso o ya obtenidos. Tambien es posible ver el mapa presionando el boton de mapa por unos segundos. Mantener el boton de mapa tambien acelera las animaciones del menu.

Inanicion

La hibernacion puede ser forzada sin suficiente comida mientras al menos un punto este lleno. La Inanicion se inicia manteniendo el boton de movimiento hacia abajo en un Refugio, mientras se hace esto la linea divisoria de los puntos de comida comienza a vibrar y moverse hacia la izquierda para alinearse con la cantidad de puntos de comida obtenidos. Dejar de apretar el boton antes de que la linea llegue cancela la Inanicion. Alternativamente, entrar en un Refugio mientras llueve sin suficiente comida, en puntos o en el Refugio mismo, automaticamente fuerza la Inanicion - si hay comida en el Refugio, la Inanicion no es posible. Habiendo iniciado la Inanicion, todos los puntos, ademas de el refuerzo del karma, si se tiene, son consumidos y la pantalla de la hibernacion aparece con una advertencia de que el progreso no fue guardado.

La Inanicion efectivamente fuciona como una apuesta de "todo o nada": es una herramienta util que permite ganar progreso sin la suficiente comida a cambio de tener varios inconvenientes y el riesgo de perder todo lo obtenido si se muere. El ciclo despues de iniciar la Inanicion se le refiere como "ciclo de Inanicion".
La pantalla de muerte especifica para la Inanicion.

During a starve cycle, Slugcat requires a completely full food bar in order to hibernate again and receives significant debuffs. Their throwing skill is reduced to Monje's, lowering damage and limiting slide-throwing. If exerted too much, such as by excessive jumping, they enter an exhausted state where they close their eyes, moving slower and having weaker jumps whilst they attempt to regain composure - similar to exiting water with very little oxygen left. When completely exhausted, they collapse and drop any items currently being held. They also become a paler color, visibly skinnier, and weigh less. Completely filling the food bar removes the debuff and restores Slugcat's original color.

Dying or quitting while starving results in being rolled back to the last successful save, undoing any reputation changes and returning Slugcat to the last Shelter they hibernated in before the starve cycle. However, map progress is still retained. Attempting to starve a second time after starving results in death with a unique death screen.

Exiting to the main menu during the hibernation screen allows the player to resume the game in the starving state; however, fully exiting and relaunching the game does not preserve this. Quitting out after starting the starve cycle counts as a death even during the 30 second grace period.

Bugs & Exploits

Due to starvation's unusual interactions with how the game saves progress, there are several bugs and exploits associated with it.

Passage progress gained on starves is retained even if the starve cycle is not successful (not accounting for certain passages losing progress after dying). El Líder is the only exception to this exploit as reputation changes are rolled back after dying.

Karma caching is an exploit that allows for quickly gaining karma without having to survive or advance cycles. It is executed by starving, entering the next cycle, and then quitting out before the 30 second quit-out threshold. This retains the karma increase while reverting to the cycle before the starve, and can be chained multiple times in a row to quickly raise karma as much as needed. This exploit can also be used to obtain El Superviviente, El Amigo (provided there is a tamed Lizard present in the Shelter), and El Santo passages. This is predominantly used in speedruns.

Double-spawning, while not exclusively triggered by starvation, is a bug that doubles all den spawns in a region if the cycle in which it is loaded for the first time in a playthrough ends in a starve. Due to how starving does not save progress, the game loads the list of spawns again as it believes the region has been entered for the first time again. Dying after starving reverts the doubled spawns, and the bug can no longer be triggered for that region. This is predominantly used in scoreruns.

Starving into Ecos is an exploit that involves starving and visiting an Echo, causing progress to be reverted back to the cycle before starving while still maintaining the karma increase along with passage progress made the cycle before visiting the Echo. This is predominantly used in Cazador runs to conserve cycles or to warp back to specific Shelters.

( Calamigarra) starve flight is an exploit caused by an unusual interaction between Gato-babosa's reduced weight when starving, jumping states and the effect white Squidcadas have on Slugcat's gravity. The most common method utilized to trigger it is backflipping while holding a Squidcada, after which height can be gained infinitely by holding the jump button. Starve flight can be used to clear long distances while staying in the air, making it useful for crossing gaps that cannot be cleared by typical jumps, or the large patches of Hierba de Gusanos that can be found in Silos. Flight can be stopped by grabbing a pole or letting go of the Squidcada.

It should be noted that with the upcoming parity patch these are all subject to change.

Broken Shelters

Some shelters are permanently broken for certain Slugcats. Following is a list of those shelters and for whom they are broken.

These shelters still exist and can be visited when they are broken, but they do not function, and their pipe entrances are unmarked.

The shelter Slugcat awakens in does not function for 1 cycle during shelter failure.

Almacenamiento e interacción con criaturas

Un refugio de Dosel de Chimeneas que contiene 1 Perla, 11 Máscaras de Buitre Real y 38 Máscaras de Buitre para un total de 50 objetos mostrados en pantalla.

Objects (other than Flores de Karma), food, creatures (other than Mosca-murciélagos), and corpses can be stored indefinitely inside Shelters as long as they either cannot get out on their own or are not taken out by Carroñeros. They persist no matter how many cycles pass and when the region is no longer loaded. The map displays up to a maximum of 50 icons underneath the Shelter to represent what is stored inside it.

There is a limit of at most 9 objects (including creatures or corpses) of the same type that can be stored indefinitely in the Shelter.[v1.9 Remix only] Lanzas stuck into walls or objects that have a Spear embedded into it don't count towards the limit, and neither do key items (If "Key item tracking" in Remix options is enabled) and objects currently grabbed by any creature. The limit counts variants as the same item: for example, bringing in a Máscara de Buitre Real into a Shelter with 9 Máscaras de Buitre will result in the former despawning. Perlas are excluded from the limit, thus any amount of them can be stored.

Creatures are capable of entering Shelters and may pursue prey into one if they witness them entering it. It is also possible for creatures to enter even when the Shelter doors are closing, resulting in them being considered inside the Shelter and being placed inside the main chamber when the next cycle begins. As a soft-lock prevention measure, any creatures present in a Shelter at the beginning of a cycle are pacified for 15 seconds as long as they are not aggravated. However, this does not appear to work with larger Ciempiés, meaning care should be taken to lure them away from Shelter entrances and/or kill them if planning to hibernate when one is present. Occasionally, hibernation can be inadvertently triggered if a creature brings an incapacitated Slugcat into a Shelter chamber while they meet the food requirement.

Arañas, all non-Infant Ciempiés, Tijeretas, Moscafideos Adultos, and Putrefacción cysts die if inside a Shelter when the cycle ends. The corpses of Putrefacción cysts and Ciempiés Rojos will despawn on the next cycle if this happens.

When brought into a Shelter and hibernated with, Huevos de Moscafideo hatch into several Infant Noodleflies, which follow Slugcat until an Adult Noodlefly is encountered, at which point they begin following the adult.

It is possible for objects, creatures, and corpses to clip out of Shelter geometry, in which case they cannot be recovered unless the cycle is restarted via quitting out.

Passages

Página principal: Pasajes

Passages can be viewed and used from the hibernation screen. Passage progress is displayed in bars extending radially from the karma symbol on the hibernation screen, which glow a bright white when completed. Passages with pips have requirements that can be completed non-consecutively, whereas passages with bars must be contributed to consecutively until the passage is attained. The only exception is Chieftain, which instead is tied to global reputation and can be revoked if enough Scavenger reputation is lost.

Selecting the passage button consumes the oldest attained passage, displaying the passage art before prompting the player to choose a region to travel to. Buttons at the sides allow for scrolling through each region that has been visited previously and can be held to pick a specific Shelter to spawn in (being left random if not selected). Leaving the passage screen at any point before confirming cancels its usage and brings up the main menu screen.

Passage fast travel is not available as Hunter.

Contenido exclusivo de Downpour

Esta sección trata sobre el contenido exclusivo del DLC Downpour, el cual no está disponible en el juego base.
SPOILER WARNING
This section contains major plot details. If you have not made significant progress in the game, then it is recommended that you read no further!


Unlock Tracker

Shows unlock traker with many dots of red, blue, and yellow colors going down
Tracker sows Slugcat in Chimney Canopy with 2 arenas, 1 item, and no safari unlocked.
Shows wanderer order for areas

El contenido exclusivo de Downpour termina aquí.

In the upper right corner of the hibernation screen, there lies an unlockable tracker with many dots and multi-colored diamonds.

The dots represent regions of the game; in addition, each dot (from left to right) is in the order of the Wanderer passage. Dots with a diamond over it are your current region. Each diamond represents a kind of unlockable that the player's Slugcat can unlock.

Babosa-gato Brilloso

Babosa-gato Brilloso descansando en un Refugio y desapareciendo cuando El Monje entra.
Babosa-gato Brilloso descansando en un Refugio y desapareciendo cuando El Monje entra.

Este Gato-babosa se parece a El Monje en color, pero emite un intenso aura de luz que ilumina todo el Refugio. El Babosa-gato Brilloso aparece para el Monje y Artífice justo antes de que una secuencia de sueño se activa, al entrar en el Refugio. El Babosa-gato Brilloso puede aparecer en otros Refugios, incluso despues de ya haberlo visto. (El Artífice tiene suelos interactivos, que son anunciados por el Babosa-gato Brilloso).

Dreams

Página principal: Dreams
SPOILER WARNING: Ending
This section contains major plot details from the end of the game. If you have not yet completed the game on any difficulty, then read no further!


Whilst progressing through the game, special one-time cutscenes occasionally play after hibernating when certain conditions have been met. They are indicated by the screen fading to black before getting to view current karma and passage progress, and can be viewed for any duration until the continue button is selected.

Dreams can be separated into 4 categories, in descending order of priority: Iterator, Void, Overseer and Family dreams. All of them can be predicted thanks to their defined requirements.

Iterator dreams happen after encountering Looks to the Moon or Cinco Guijarros for the first time. Depending on actions taken during the first visit, there are two variants of the dream that can play after visiting Moon.

Void dreams happen whilst inside Subterráneo. The upwards dream plays when Sheltering in Subterranean for the first time and takes higher priority over the downwards dream, which plays when Sheltering for the first time inside SB_S01 (the final Shelter in Filtration System above the entrance to Depths) - or the second time if the first time triggered the upwards dream instead.

Overseer dreams start happening after at least four cycles have passed successfully, and at least two cycles must pass before the next Overseer dream may play. Additionally, they only play if the Overseer does not dislike Slugcat. Overseer dreams have a specific order; progression through it cannot go backwards, but may skip a dream if the requirements of the following one are met earlier. The first Overseer dream plays if only the basic requirements are met; the second one plays if the Overseer has shown projections of Moon during the previous cycle, and Slugcat has slept in Páramos de Residuos or Ciudadela Ensombrecida at least two cycles before; the third Overseer dream plays in Costa.

Family dreams only happen if no other dream has higher priority, and the previous dream was at least three cycles before. Like Overseer dreams, their order of appearance is defined. The first family dream plays if only the basic requirement is met; the second family dream plays at least eight cycles after the first one; the third family dream plays at least seven cycles after the second one; the final family dream (which shares art with the upwards Void dream) plays at least 15 cycles after the third one.

Spoilers end here.

Contenido exclusivo de Downpour

Esta sección trata sobre el contenido exclusivo del DLC Downpour, el cual no está disponible en el juego base.


Shelter Failures

Página principal: Lluvia

A shelter failure is a rare event in which the shelter Slugcat hibernates in opens prematurely, causing the shelter to flood and Slugcat to awaken while it is still raining.

El contenido exclusivo de Downpour termina aquí.


Trivia

  • At release, starving at any point simply resulted in death (using the same death screen currently used for starving twice in a row). This was changed to the current starvation mechanic with 1.5.
  • In alpha versions, Shelters were considerably different visually, exhibiting two airlocks on the sides with two pipe connections outside each one. They can be seen in the Slugpups video.
  • Cualquier Buitre, Pájaros Miró, Plantas de Postes, Monstrualgas, and Ciervos Pluviales die if they are located in a Shelter when the cycle ends, and each of their corpses despawns on the next cycle. They're incapable of travelling through pipes on their own, so this can be achieved by moving their corpses into the Shelter (If Remix is enabled, requires "Vanilla Exploits" to be possible for creatures other than ✔️DLC Buitres Miró) or with exploits.
SPOILER WARNING
This section contains major plot details. If you have not made significant progress in the game, then it is recommended that you read no further!


  • Neuronas are excluded from the limit of 9 objects of the same type.
Spoilers end here.