Primary Base-building Resources
These are the resources used to upgrade rooms in the base (and they may also be used for item crafting). I’ve tentatively split them into two groups:
Common, often found in rubble piles:
- Metals
- Crystal
- Biomass
Uncommon, requiring scavenging:
- Alloys
- Magitech parts
- Exotics
I may add other kinds of resources, and possibly some used for items only.
Views
A view is an interactable target allowing observation progress, based on perception. Once observed, a view will expand its lore description and provide an exp reward of some kind (usually for a terrain skill).
For example, I'm using this to give an idea of what's beyond the demo mission area; you might view a pipeline or highway running into the distance.
A view can also unlock remote visual access of distant zones within the scenario. So, that can provide a both a preview of a zone you'll be running into later, while also allowing ranged attacks on any spotted targets in the zone. (And that can work both ways.)
Note that views are unlocked for individual characters, not factions.

Flying
The flying state allows a character to move to any remote zone unlocked via the view mechanic, as well as any normally accessible zones. It also ignores terrain cost (and any exp gain from terrain).
Flying is a togglable ability, with a continuing cost. For the demo, I intend to add a jetpack (that will probably run on the consumable power stat).
I also intend to add some defensive stats to the flying state (making the character harder to hit, for instance).

Demo Work
- Views to increase lore immersion, as well as a sniping zone with many views of the outdoor Refinery zones. (Note that it’s already inhabited by a sniping-type monster.)
- Side zones, some with isolated monsters (probably previews of primary monsters in future scenarios). These monsters may be behind obstacles at the start of the scenario, but it’s possible for them to break out over time.
- Abilities suited to the new monsters (such as Spinning Maw, Arcane Dart, and Ruby Ray).
- Refinery expansion (includes zones for raw ore storage, ore crushing, blast furnaces, slag heaps, ingot storage, power, and admin).
- Zone object population, things like mana reactors, crystal conduits, excavators, armored cars, desks, bulldozers, Dystopian propaganda posters, ore feeding systems, train cars, and so forth. These objects might have loot, be scavenged, or be studied.
Other Changes
- Scavengeables can now drop multiple kinds of items.
- Descriptions are now included in the target pane.
- Levels gained from exp are now logged.
- Faction now stores global exp rewards for new members (so no advantage to waiting to trigger those rewards).
- Factions can now start with zone knowledge, and characters can start with view knowledge.
- For the time being, I've hidden attack options against non-faction zone objects (unless they're an obstacle).
- For now, I replaced the lore skill with the researcher skill, so studying objects in the wild improves research capabilities.
- NPCs now have an order to attack only enemy characters, as opposed to including characters and obstacles.
