Scrapper Base
The base is now the “Scrapper Base”. “Scrapper” indicates both scavenging and fighting. :)
I want the base to start with a minimal set of self-sustainable rooms that provide the means to fuel expansion, including starter gear and consumables.
With that in mind, this a tentative list of the starter rooms:
- Powertech Factory (makes industrial cutters, chainswords, powered knives, and small batteries)
- Leatherworks (makes scrapper armor out of monster leather and metals, this set is effectively “medium”)
- Kitchens (converts ingredients into food, perhaps starting with turning biomass into the ration cube)
- Refabrication (refines rubble into concrete, scrap metal into metal bars, etc, for use in constructing new rooms, upgrading room levels, or adding item supply)
- Monster Processing (breaks down monster remains into useful parts, like biomass).
- Research Lab (levels starter items supplied by the crafting rooms)
- Residential (allows resting for health/stamina recovery, improved per level; also adds max member count, but that may change)
- Core (now increases max room level cap)
Room Unlocks
Room levels can now unlock new rooms. For instance, getting Residential to level 5 might unlock the Medbay, and Medbay 5 might unlock the Pharmaturgium, and Pharmaturgium 5 might unlock the Myceliary.
Since this web of unlocks effectively allows base-building decisions via the upgrades that are chosen and pushed, I’m thinking of removing the empty room slot requirement. I’m also thinking that some rooms, like those for refining, crafting, or growing, could be unlocked multiple times.
I also intend to make unlocking the rooms that provide things like magic weapons and paths, for instance, to be a bit more difficult (and rewarding). :)
Character Unlocks
Room levels can now unlock new characters in the hiring system. A Barracks room, for instance, might unlock a Soldier every 5th level, or the Medbay might unlock a Medic every 10th level.
Like room slots, I’m thinking of removing max member slots in favor of this system. The unlocked characters would still need to be hired.
I’m also considering allowing the level of hirable characters to be increased.
Project and Shop Unlocks
Project rooms can unlock purchases in the shop for the profession associated with their type of project. So, Hydroponics room levels might add shop listings for Harvester path max levels.
Research projects can unlock crafting supply projects and shop listings for new items. Further research levels increase the level of items purchased.
A "Shotguns" research project, for instance, might unlock the Shotgun 1 and Shotgun Ammo item sell listings in the shop, and their associated crafting supply projects in the Firearms Factory crafting room. Shotguns 2 research would in turn increase the level of the purchasable item to 2.
Teleporter System
The base now connects to the world of the current scenario via a teleportation network accessible from the base core. At scenario start, a single remote teleporter is created in a designated world zone. Further teleporters can be created by conquering enemy rifts.
Monsters can attack teleporters, and if all teleporters in the world are destroyed, the scenario is lost. Teleporters can be repaired, including destroyed teleporters (although you’ll need to get there the long way).
I’m thinking I want research to improve teleporter defenses, and possibly give them turret-like abilities, but we’ll see.
Note that monsters can’t convert destroyed teleporters back into spawners.
Other Changes
- The System premium currency is now called credits (as opposed to the Scrapper Base currency, which is still called prestige).
- Shop item listings are now split into ammo, consumables, and equipment.
- Any standard item supplied by a crafting room is duplicated as a System item offered for credits. System items get their own categories in the shop. (Base-produced items are bought for prestige.)
- Unlimited mana is now sold for credits.
- Earned prestige from either item sales or currency exchange can now be used immediately in the shop.
- Item sale price is now determined by both item value and the currency exchange rate. The credits price is item value, and the prestige price is item value times the exchange rate. Note that the exchange rate doesn’t change, and neither do prices (you can’t game the shop: if you buy an item for credits, and sell for prestige, it’s the same as buying prestige with credits). Item level doesn't currently affect price.
- When a project is started, if it’s priority was at zero, it’s moved to the back of the list. Projects that are instantly completed via credits are also moved to the back.
Unlimited mana for credits:

Unlimited consumables for credits (based on items unlocked by base):

