Mechanism: Verification List (Required Testing)

These are the confirmed mechanics and remaining “known unknowns” based on the latest available data.

1. Confirmed Mechanics

  • Reinforced Power Pole (MK2): 3-tile range and 1-hex radius illumination. Requires Power Infrastructure Lvl 3.
  • Eidetic Memory & Visibility: Visibility model includes Lit, Remembered, and Dark tiles. Information is shared and day-scoped.
  • Town Forums: Persisted message boards for long-term coordination.
  • Chat Linking: Items and tiles can be linked and clicked in town chat.
  • Recipe Book: Dedicated UI for crafting workflows and recipe tracking.
  • Town-Fall Reporting: Explicit summaries of deaths and outcomes posted in chat at midnight.
  • Cargo Drone Logistics: Single-use drones for field-to-base transfers. Requires Drone Operator Lvl 2.
  • Backpack Tiers: Craftable backpacks (Salvager, Expedition, Hauler) increase inventory slot capacity.
  • Base Defense Progression: 10 sequential defense builds (Trench Citadel) with increasing defense bonuses.
  • Facility Fabrication: Confirmed fabrication of defense items at Farm, Industrial, and Lab tiles.
  • Monster Hordes: Corrupted tiles spawn hordes; Gathering (1 night) Marching (1 hex/night toward town).
  • Siege Rules: Town overrun if Attack Strength > Town Defense.
  • Combat Mechanics: Weapon damage converts directly to kills. Weapons have a break chance.
  • AP Costs: 1 AP/hex movement. 0 AP for scavenging/skills/inventory actions.
  • Fear System: 3-bar default; Fear Paralysis (no movement) at max. Can be expanded via Mental Fortitude.
  • Town Faction System: Performance-based standing with HQ. Completing objectives grants points.
  • HQ Supply Reports: Periodic shipments (Days 5, 10, 15, 20) with tiered rewards based on town performance.
  • Cleanse Vial: Consumable item that restores one corrupted tile to its base biome state.
  • Light Radius: Power Poles and Lamps illuminate only the current tile (0-radius).
  • Town Failure: Town ends if power reaches 0%.
  • Midnight Cycle: 40% Hunger/Thirst drain at Midnight.
  • Binoculars: Restored Binoculars reveal adjacent biome types while moving.

2. Vitals & The “Midnight Toll”

  • Attack Monsters AP: (Testing) Does the “Attack Monsters” action cost AP? See Inferred Mechanics.
  • Hourly Drain: (Testing) Confirm if Hunger/Thirst drains at a fixed hourly rate in addition to the 40% Midnight Toll. See Inferred Mechanics.

3. Map & Monsters

  • Monster Scaling: (Testing) Does horde strength or spawn rate increase with Town Level or survival days? See Inferred Mechanics.
  • Relay Penalties: (Testing) Quantify the exact search penalty imposed by corrupted relays. See Inferred Mechanics.