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.