Mechanism: Verification List (Required Testing)
These are the confirmed mechanics and remaining “known unknowns” based on the latest available data.
1. Confirmed Mechanics
- AP Costs: 1 AP/hex movement. 0 AP for scavenging/skills/inventory actions.
- Skill Timings: Real-time training (Lvl 1=1h, Lvl 2=24h, Lvl 3=7d, Lvl 4=14d, Lvl 5=30d).
- Light Radius: Power Poles/Lamps illuminate only the current tile (0-radius).
- Biome Loot Weights: Confirmed exact weights for all items in all biomes.
- Crafting Recipes: Exact costs and skill locks confirmed for all functional equipment and infrastructure.
- Base Constructions: Exact resource requirements confirmed for all builds.
- Vitals Restoration: Exact numerical effects for all consumables confirmed.
- Stim Conditioning: Lvl 1/2/3 locks confirmed for Stim Pack/Injector/Overdrive.
- Generator Operations: Tier locks confirmed for Gas/Biofuel/Plasma fuels.
- Signal Booster: Confirmed effect: Reveals nearest High Value Loot hex every morning.
- Scrap Workshop: Confirmed effect: -25% AP cost for Searching within 1 hex of base.
- Beacon Amp: Confirmed effect: Improves movement efficiency in darkness.
- Fuel Refinery: Confirmed effect: Converts salvaged chemicals into stable generator fuel.
- Research Lab II: Confirmed effect: Unlocks second research slot and +20% research speed.
2. Vitals & The “Midnight Toll”
- Hourly Drain: Does Hunger and Thirst drain at a fixed hourly rate in addition to the Midnight Toll?
- Restoration Timing: Are Well/Hydroponic resources added before or after the hunger/thirst check at Midnight?
- Siege Breaches: Confirm exact consequences of a breach (e.g., is it -10% Town Power per enemy?).
3. Advanced Infrastructure & Map
- Beacon Amp Logic: Quantify the “improvement in movement efficiency” in darkness (e.g., is it -0.5 AP cost per hex?).
- Facility Production: Confirm the resource cost and production time for Alloy Plates and Logic Cores at powered Industrial/Lab tiles.
- Map Size: Is the world finite or procedurally infinite?
- Visual Range: Can players see the biome type of adjacent tiles without moving?