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2.they return on the next day, however most of the time it is not a good idea to make an expedition to lost
3.which material?
4.i return expedition with 1 AP. Yes, you can use all of their APs, but then they will be tired on next day and so they will be useless. If they are not tired with that 1AP they have on return and no other char with tired negative effect then i distilate water with them and if that makes them tired then i make them rest at shelter.
dev extra 1:
1: you can add those uwanted items to an expedition and then you can drop them via inventory.
2. Not sure either. it is easier to prevent them from getting lost than dealing with this.
3. No, you will have to find the material through trial and error on the map. The list of item drop on a tile does not reveal itself until you actually find the material on that tile.
4. Making an expedition team cost each person 1 AP. Each time the lost meter fills up, you will lose 1 AP. Each time you fail a danger tile check, you lose 1 AP (and maybe even get a wound).
Dev Extra: Poison mushroom becomes mold after a few days, which is flamable
1. Filter- Build it first day and use any extra AP to make water
2. They return on their own the next day.
Tile risk/danger and any unique traits the team has affects the size of the bar. If you mouse over the bar and the number there is a bit of a tool-tip.
3. There are 4 types of construction items. Wood, Structure, Material, and Sharp. Each item has a different value in each category (Clay is worth 4 structure, Needles are worth 1 wood). You can mouse over the items to see what the value is. Since you cant mix and match different items to fulfil building requirements its worthwhile to look for a variety of sources so that you don't over spend (ie if a building requires 2 structure don't use Clay as you will waste 2 structure- instead look for scrap which is worth exactly 2)
4. During an expedition at the top there is a bar that shows how likely the expedition is to get lost. Next to the bar will be a number range (0-1, 0-2). That shows how many AP might be lost by the team on the next move or search. The higher the bar the more AP they may lose. You have to balance the risk of going to one more square with the possibility of the team getting lost. The risk of the zone determines how high the bar goes. I haven't totally figured out the two different colours in the bar.
Dev Extra: I'm not very far in the game as I have been collecting data and cataloguing what items are available in each zone but some items do spoil and turn into mold which can be used as fuel for the fire. It is also possible that the poison mushroom may have some quests or possibly used for traps.
Another question that comes to mind - how does the rest mechanism work?
If I put someone to rest, how long does it have to be to take affect? Over night? Doesn't matter? The heal process is easy to understand since it runs for a short time and end...
You can also use "gather strength" action at quarantine point. This action will take 1 action point, and also make the character to lose some fatigue, freezing and regenerate health points, but after that the character still can do other tasks, if he/she has any point still.
I personally use the shelters rest always at the end of turn on a character, or on 2-3 if place is upgraded, even if noone has fatigue (but that never happens).