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?