Faction Levels
The player faction now has an overall level, which is the total of all room levels. Each level can provide stats to the faction and stats to all members of the faction (including the player).
Faction level also determines purchase limit for certain things in the shop, like skill levels (so as the faction levels, you can buy more skill levels).
I want to add more to faction levels, including shop unlocks like abilities and paths or new research and project lines.
Structures
All obstacles within openings (doors, windows, and walls) are now separate structures that are treated like characters in the area, so they can, for instance, be attacked. I also added turrets, which are static combat emplacements.
Both structures and rooms are now repairable. Repairing faction structures provides prestige.
Training
Rooms can now provide training actions for skills and stats. Training uses another stat to determine learning speed. So, training a research skill might use intelligence as the learning speed. Training is free, but is capped by room level.
I’d like to add rooms dedicated to training stats, while other rooms might include training among their other functions. I might even add training that costs hit points, like fire resistance training. :)
Note that training levels don't interfere with other kinds of levels, like shop levels, or usage exp levels, or path levels, or perks. All level caps apply only to the kind of level in question.
So, you can be level 100 in research skill from other sources, and still get all the training levels possible.
Room Effects
Rooms can now provide stats to faction members. So, I might add a Barracks room that adds combat stats per level, among various training types.
Teleport to Base and Respawn
Faction members can now teleport to the base pylon from anywhere. I may add spatial anomaly zones where teleportation isn’t possible, but that will probably be endgame content. :)
Teleporting home is free, and can’t be interrupted, so it’s a get out of trouble card. Since turns are simultaneous, however, you can teleport home and be killed simultaneously, so if you’re in trouble, you’ll need to get out before you’re at your last hit point. :)
The cost of teleporting home is lost time: wherever you were, you’ll have to find your way back normally.
Respawn works just like teleporting home, except you lose all your mana and equipped items. You also respawn at max HP.
I want the monsters to derive a benefit from whatever you drop, and I also want the player to be able to buy death protection for items and mana (with system currency, not faction currency).
Resource Node Changes
Resources nodes are now limited. This gives more incentive to explore the map, and find more resources to help build the faction base. Unlimited nodes are still possible, but if I use them, they’ll be in dangerous, distant zones. :)
I may also add harvestable nodes to the wilds (like the nodes in Hydroponics), where the resources are limited, but respawn.
Unique Items
Resource nodes now can drop unique items. These could be equipment your faction can’t make, or simply higher-level gear than your faction can currently make. These drops are non-random (you will always find X item at Y gather on Z node).
I want unique drops not only to be equippable, but also to be sellable to the faction for prestige, while benefiting the faction (say, by adding progress to a research). So if you find an item that doesn’t fit your build, you still have a fun option.
Note that while unique drops aren’t random, they’re all shared by whatever faction gatherers participated in the gather. So the quantity of unique drops might change per playthrough.
